files/en-us/web/api/gpurenderbundleencoder/setpipeline/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The setPipeline() method of the
{{domxref("GPURenderBundleEncoder")}} interface sets the {{domxref("GPURenderPipeline")}} to use for subsequent render bundle commands.
[!NOTE] This method is functionally identical to its equivalent on {{domxref("GPURenderPassEncoder")}} — {{domxref("GPURenderPassEncoder.setPipeline", "setPipeline()")}}.
setPipeline(pipeline)
pipeline
None ({{jsxref("Undefined")}}).
The following criteria must be met when calling setPipeline(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPURenderBundleEncoder")}} becomes invalid:
depthReadOnly (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true.stencilReadOnly (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true.function recordRenderPass(passEncoder) {
if (settings.dynamicOffsets) {
passEncoder.setPipeline(dynamicPipeline);
} else {
passEncoder.setPipeline(pipeline);
}
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setBindGroup(0, timeBindGroup);
const dynamicOffsets = [0];
for (let i = 0; i < numTriangles; ++i) {
if (settings.dynamicOffsets) {
dynamicOffsets[0] = i * alignedUniformBytes;
passEncoder.setBindGroup(1, dynamicBindGroup, dynamicOffsets);
} else {
passEncoder.setBindGroup(1, bindGroups[i]);
}
passEncoder.draw(3, 1, 0, 0);
}
}
The above snippet is taken from the WebGPU Samples Animometer example.
{{Specifications}}
{{Compat}}