GPURenderBundleEncoder: pushDebugGroup() 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 pushDebugGroup()
method of the
GPURenderBundleEncoder
interface begins a render bundle debug group, which is marked with a specified label, and will contain all subsequent encoded commands up until a popDebugGroup()
method is invoked.
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
— pushDebugGroup()
.
Syntax
pushDebugGroup(groupLabel)
Parameters
groupLabel
-
A string representing the label for the debug group.
Return value
None (Undefined
).
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-pushdebuggroup |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API