GPURenderPassEncoder: setPipeline() method

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Check the Browser compatibility table carefully before using this in production.

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The setPipeline() method of the GPURenderPassEncoder interface sets the GPURenderPipeline to use for subsequent render pass commands.

Syntax

js
setPipeline(pipeline)

Parameters

pipeline

The GPURenderPipeline to use for subsequent render pass commands.

Return value

None (Undefined).

Validation

The following criteria must be met when calling setPipeline(), otherwise a GPUValidationError is generated and the GPURenderPassEncoder becomes invalid:

Examples

In our basic render demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPURenderPassEncoder created via GPUCommandEncoder.beginRenderPass(). setPipeline() is called in an appropriate place to set the render pipeline.

js
// ...

const renderPipeline = device.createRenderPipeline(pipelineDescriptor);

// Create GPUCommandEncoder to issue commands to the GPU
// Note: render pass descriptor, command encoder, etc. are destroyed after use, fresh one needed for each frame.
const commandEncoder = device.createCommandEncoder();

// Create GPURenderPassDescriptor to tell WebGPU which texture to draw into, then initiate render pass
const renderPassDescriptor = {
  colorAttachments: [
    {
      clearValue: clearColor,
      loadOp: "clear",
      storeOp: "store",
      view: context.getCurrentTexture().createView(),
    },
  ],
};

const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);

// Draw the triangle
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);

// End the render pass
passEncoder.end();

// End frame by passing array of command buffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);

// ...

Specifications

Specification
WebGPU
# dom-gpurendercommandsmixin-setpipeline

Browser compatibility

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See also