GPURenderBundleEncoder: popDebugGroup() method
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The popDebugGroup()
method of the
GPURenderBundleEncoder
interface ends a render bundle debug group, which is begun with a pushDebugGroup()
call.
This could be used for telemetry, or may be utilized in GPUError
messages, browser dev tools, or other services in the future to help with debugging.
Note:
This method is functionally identical to its equivalent on GPURenderPassEncoder
— popDebugGroup()
.
Syntax
popDebugGroup()
Parameters
None.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling popDebugGroup()
, otherwise a GPUValidationError
is generated and the GPURenderBundleEncoder
becomes invalid:
- The render bundle encoder's debug stack is not empty (i.e. at least one render bundle debug group was previously started with
pushDebugGroup()
).
Examples
// ...
const bundleEncoder = device.createRenderBundleEncoder(renderBundleDescriptor);
bundleEncoder.pushDebugGroup("my_group_marker"); // Start labeled debug group
bundleEncoder.setPipeline(renderPipeline);
bundleEncoder.setVertexBuffer(0, vertexBuffer);
bundleEncoder.draw(3);
bundleEncoder.popDebugGroup();
// ...
Specifications
Specification |
---|
WebGPU # dom-gpudebugcommandsmixin-popdebuggroup |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API