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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
â setPipeline()
.
pipeline
The GPURenderPipeline
to use for subsequent render bundle commands.
None (Undefined
).
The following criteria must be met when calling setPipeline()
, otherwise a GPUValidationError
is generated and the GPURenderBundleEncoder
becomes invalid:
GPURenderPipeline
writes to the depth component of the depth/stencil attachment, depthReadOnly
(as specified in the descriptor of the originating GPUCommandEncoder.beginRenderPass()
call) is true
.GPURenderPipeline
writes to the stencil component of the depth/stencil attachment, stencilReadOnly
(as specified in the descriptor of the originating 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.
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