GPURenderPassEncoder: setViewport() 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 setViewport() method of the GPURenderPassEncoder 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 a setViewport() 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 calling setViewport(), otherwise a GPUValidationError is generated and the 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 GPUCommandEncoder.beginRenderPass(); the width and height are based on that of the GPUTexture that their views 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 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:

js
// ...

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

// ...

Specifications

Specification
WebGPU
# dom-gpurenderpassencoder-setviewport

Browser compatibility

Report problems with this compatibility data on GitHub
desktopmobileserver
Chrome
Edge
Firefox
Opera
Safari
Chrome Android
Firefox for Android
Opera Android
Safari on iOS
Samsung Internet
WebView Android
WebView on iOS
Deno
setViewport
Experimental

Legend

Tip: you can click/tap on a cell for more information.

Full support
Full support
Partial support
Partial support
In development. Supported in a pre-release version.
In development. Supported in a pre-release version.
No support
No support
Experimental. Expect behavior to change in the future.
See implementation notes.
User must explicitly enable this feature.
Has more compatibility info.

See also