files/en-us/web/api/gpurenderpassencoder/setviewport/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The setViewport() method of the
{{domxref("GPURenderPassEncoder")}} interface sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.
setViewport(x, y, width, height, minDepth, maxDepth)
x
y
width
height
minDepth
maxDepth
[!NOTE] If a
setViewport()call is not made, the default values are(0, 0, attachment width, attachment height, 0, 1)for each render pass.
None ({{jsxref("Undefined")}}).
The following criteria must be met when calling setViewport(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPURenderPassEncoder")}} becomes invalid:
x, y, width, and height are all greater than or equal to 0.x + width is less than or equal to the width of the render pass's render attachments (see note below).y + height is less than or equal to the height of the render pass's render attachments (see note below).minDepth and maxDepth are both inside the range 0.0–1.0 inclusive.minDepth is less than maxDepth.[!NOTE] See the color and depth/stencil attachments specified in the descriptor of {{domxref("GPUCommandEncoder.beginRenderPass()")}}; the width and height are based on that of the {{domxref("GPUTexture")}} that their
views originate from.
In a typical canvas render, the following could be used to halve the width and height of the rendered graphics:
passEncoder.setViewport(0, 0, canvas.width / 2, canvas.height / 2, 0, 1);
In the WebGPU Samples reversedZ example, setViewport is used several times to set the viewport for the different render passes. Study the example code listing for the full context.
For example:
// …
colorPass.setViewport(
(canvas.width * m) / 2,
0,
canvas.width / 2,
canvas.height,
0,
1,
);
// …
{{Specifications}}
{{Compat}}