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The GPUComputePassEncoder interface of the WebGPU API encodes commands related to controlling the compute shader stage, as issued by a GPUComputePipeline. It forms part of the overall encoding activity of a GPUCommandEncoder.
A compute pipeline contains a single compute stage in which a compute shader takes general data, processes it in parallel across a specified number of workgroups, then returns the result in one or more buffers.
A GPUComputePassEncoder object instance is created via the GPUCommandEncoder.beginComputePass() property.
A string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.
Dispatches a specific grid of workgroups to perform the work being done by the current GPUComputePipeline.
dispatchWorkgroupsIndirect()Dispatches a grid of workgroups, defined by the parameters of a GPUBuffer, to perform the work being done by the current GPUComputePipeline.
end()Completes recording of the current compute pass command sequence.
insertDebugMarker()Marks a specific point in a series of encoded commands with a label.
popDebugGroup()Ends a debug group, which is begun with a pushDebugGroup() call.
pushDebugGroup()Begins a debug group, which is marked with a specified label, and will contain all subsequent encoded commands up until a popDebugGroup() method is invoked.
setBindGroup()Sets the GPUBindGroup to use for subsequent compute commands, for a given index.
setPipeline()Sets the GPUComputePipeline to use for this compute pass.
In our basic compute demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPUComputePassEncoder created via GPUCommandEncoder.beginComputePass().
| WebGPU # gpucomputepassencoder |
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This page was last modified on Jun 18, 2025 by MDN contributors.
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