GPURenderPassEncoder: setPipeline() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The setPipeline()
method of the
GPURenderPassEncoder
interface sets the GPURenderPipeline
to use for subsequent render pass commands.
Syntax
js
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.
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
Specification |
---|
WebGPU # dom-gpurendercommandsmixin-setpipeline |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API