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.

The GPURenderPipeline interface of the WebGPU API represents a pipeline that controls the vertex and fragment shader stages and can be used in a GPURenderPassEncoder or GPURenderBundleEncoder.

A GPURenderPipeline object instance can be created using the GPUDevice.createRenderPipeline() or GPUDevice.createRenderPipelineAsync() methods.

Instance properties

label Experimental

A string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.

Instance methods

getBindGroupLayout() Experimental

Returns the pipeline's GPUBindGroupLayout object with the given index (i.e. included in the originating GPUDevice.createRenderPipeline() or GPUDevice.createRenderPipelineAsync() call's pipeline layout).


Note: The WebGPU samples feature many more examples.

Basic example

Our basic render demo provides a simple example of the construction of a valid render pipeline descriptor object, which is then used to create a GPURenderPipeline via a createRenderPipeline() call.

// ...

const vertexBuffers = [
    attributes: [
        shaderLocation: 0, // position
        offset: 0,
        format: "float32x4",
        shaderLocation: 1, // color
        offset: 16,
        format: "float32x4",
    arrayStride: 32,
    stepMode: "vertex",

const pipelineDescriptor = {
  vertex: {
    module: shaderModule,
    entryPoint: "vertex_main",
    buffers: vertexBuffers,
  fragment: {
    module: shaderModule,
    entryPoint: "fragment_main",
    targets: [
        format: navigator.gpu.getPreferredCanvasFormat(),
  primitive: {
    topology: "triangle-list",
  layout: "auto",

const renderPipeline = device.createRenderPipeline(pipelineDescriptor);

// ...


# gpurenderpipeline

Browser compatibility

BCD tables only load in the browser

See also