GPUDevice: createPipelineLayout() 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 in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The createPipelineLayout() method of the
GPUDevice interface creates a GPUPipelineLayout that defines the GPUBindGroupLayouts used by a pipeline. GPUBindGroups used with the pipeline during command encoding must have compatible GPUBindGroupLayouts.
Syntax
createPipelineLayout(descriptor)
Parameters
descriptor-
An object containing the following properties:
bindGroupLayouts-
An array of values representing the bind group layouts for a pipeline. Each value can be:
- A
GPUBindGroupLayoutobject, created via a call toGPUDevice.createBindGroupLayout(). Each object corresponds to a@groupattribute in the shader code contained in theGPUShaderModuleused in a related pipeline. null, which represents an empty bind group layout.nullvalues are ignored when creating a pipeline layout.
- A
labelOptional-
A string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings.
Return value
A GPUPipelineLayout object instance.
Validation
The following criteria must be met when calling createPipelineLayout(), otherwise a GPUValidationError is generated and an invalid GPUPipelineLayout object is returned:
- The
GPUBindGroupLayoutobjects inbindGroupLayoutsare valid. - The number of
GPUBindGroupLayoutobjects inbindGroupLayoutsis less than theGPUDevice'smaxBindGroupslimit.
Examples
Note: The WebGPU samples feature many more examples.
Multiple bind group layouts, bind group, and pipeline layout
The following snippet:
- Creates a
GPUBindGroupLayoutthat describes a binding with a buffer, a texture, and a sampler. - Creates a
GPUPipelineLayoutbased on theGPUBindGroupLayout.
// …
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: {},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
texture: {},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
sampler: {},
},
],
});
const pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [bindGroupLayout],
});
// …
Specifying an empty bind group layout
In this snippet, we create three bind group layouts, with bind group layout 1 representing fragment data and bind group layout 2 representing vertex data. If we want to create a pipeline that uses only bind group layouts 0 and 2, we can pass null for bind group layout 1 and then render without a fragment shader.
const bgl0 = device.createBindGroupLayout({ entries: myGlobalEntries });
const bgl1 = device.createBindGroupLayout({ entries: myFragmentEntries });
const bgl2 = device.createBindGroupLayout({ entries: myVertexEntries });
// pipeline layout can be used to render without a fragment shader
const pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [bgl0, null, bgl2],
});
Specifications
| Specification |
|---|
| WebGPU> # dom-gpudevice-createpipelinelayout> |
Browser compatibility
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See also
- The WebGPU API