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  1. Web
  2. Web APIs
  3. GPURenderPassEncoder
  4. setViewport()

GPURenderPassEncoder: setViewport() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Secure context: This feature is available only insecure contexts (HTTPS), in some or allsupporting browsers.

Note: This feature is available inWeb Workers.

ThesetViewport() method of theGPURenderPassEncoder interface sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.

Syntax

js
setViewport(x, y, width, height, minDepth, maxDepth)

Parameters

x

A number representing the minimum X value of the viewport, in pixels.

y

A number representing the minimum Y value of the viewport, in pixels.

width

A number representing the width of the viewport, in pixels.

height

A number representing the height of the viewport, in pixels.

minDepth

A number representing the minimum depth value of the viewport.

maxDepth

A number representing the maximum depth value of the viewport.

Note:If asetViewport() call is not made, the default values are(0, 0, attachment width, attachment height, 0, 1) for each render pass.

Return value

None (Undefined).

Validation

The following criteria must be met when callingsetViewport(), otherwise aGPUValidationError is generated and theGPURenderPassEncoder becomes invalid:

  • x,y,width, andheight 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 andmaxDepth are both inside the range 0.0–1.0 inclusive.
  • minDepth is less thanmaxDepth.

Note:See the color and depth/stencil attachments specified in the descriptor ofGPUCommandEncoder.beginRenderPass(); the width and height are based on that of theGPUTexture that theirviews originate from.

Examples

Basic snippet

In a typical canvas render, the following could be used to halve the width and height of the rendered graphics:

js
passEncoder.setViewport(0, 0, canvas.width / 2, canvas.height / 2, 0, 1);

In context

In the WebGPU SamplesreversedZ 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:

js
// …colorPass.setViewport(  (canvas.width * m) / 2,  0,  canvas.width / 2,  canvas.height,  0,  1,);// …

Specifications

Specification
WebGPU
# dom-gpurenderpassencoder-setviewport

Browser compatibility

See also

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