GPURenderPassEncoder: setPipeline() method
Experimental: This is an experimental technology
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
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:
- If the
GPURenderPipeline
writes to the depth component of the depth/stencil attachment,depthReadOnly
(as specified in the descriptor of the originatingGPUCommandEncoder.beginRenderPass()
call) istrue
. - If the
GPURenderPipeline
writes to the stencil component of the depth/stencil attachment,stencilReadOnly
(as specified in the descriptor of the originatingGPUCommandEncoder.beginRenderPass()
call) istrue
.
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.
// ...
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
BCD tables only load in the browser
See also
- The WebGPU API