GPURenderBundleEncoder: 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
GPURenderBundleEncoder
interface sets the GPURenderPipeline
to use for subsequent render bundle commands.
Note: This method is functionally identical to its equivalent on GPURenderPassEncoder
— setPipeline()
.
Syntax
setPipeline(pipeline)
Parameters
pipeline
-
The
GPURenderPipeline
to use for subsequent render bundle commands.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling setPipeline()
, otherwise a GPUValidationError
is generated and the GPURenderBundleEncoder
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
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
Specification |
---|
WebGPU # dom-gpurendercommandsmixin-setpipeline |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API