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The setPipeline()
method of the GPURenderPassEncoder
interface sets the GPURenderPipeline
to use for subsequent render pass commands.
pipeline
The GPURenderPipeline
to use for subsequent render pass commands.
None (Undefined
).
The following criteria must be met when calling setPipeline()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
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
.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.
// â¦
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()]);
// â¦
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