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GPURenderPassEncoder: setPipeline() method

files/en-us/web/api/gpurenderpassencoder/setpipeline/index.md

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{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}

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

Syntax

js-nolint
setPipeline(pipeline)

Parameters

  • pipeline
    • : The {{domxref("GPURenderPipeline")}} to use for subsequent render pass commands.

Return value

None ({{jsxref("Undefined")}}).

Validation

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

  • If the {{domxref("GPURenderPipeline")}} writes to the depth component of the depth/stencil attachment, depthReadOnly (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true.
  • If the {{domxref("GPURenderPipeline")}} writes to the stencil component of the depth/stencil attachment, stencilReadOnly (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true.

Examples

In our basic render demo, several commands are recorded via a {{domxref("GPUCommandEncoder")}}. Most of these commands originate from the GPURenderPassEncoder created via {{domxref("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

{{Specifications}}

Browser compatibility

{{Compat}}

See also