The setPipeline() method of the GPURenderPassEncoder interface sets the GPURenderPipeline to use for subsequent render pass commands. 
 
The following criteria must be met when calling setPipeline(), otherwise a GPUValidationError is generated and the GPURenderPassEncoder becomes invalid:
 
 
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);
const commandEncoder = device.createCommandEncoder();
const renderPassDescriptor = {
  colorAttachments: [
    {
      clearValue: clearColor,
      loadOp: "clear",
      storeOp: "store",
      view: context.getCurrentTexture().createView(),
    },
  ],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);