This feature is not Baseline because it does not work in some of the most widely-used browsers.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The setPipeline() method of the GPURenderPassEncoder interface sets the GPURenderPipeline to use for subsequent render pass commands.
setPipeline(pipeline)
pipelineThe 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.
// …
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()]);
// …
| Specification |
|---|
| WebGPU> # dom-gpurendercommandsmixin-setpipeline> |
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Opera | Safari | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | WebView Android | WebView on iOS | |
setPipeline |
113Currently supported on ChromeOS, macOS, and Windows only. |
113Currently supported on ChromeOS, macOS, and Windows only. |
141Currently supported on Windows only, in all contexts except for service workers. |
99Currently supported on ChromeOS, macOS, and Windows only. |
26 | 121 | No | 81 | 26 | 25.0 | 121 | 26 |
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https://developer.mozilla.org/en-US/docs/Web/API/GPURenderPassEncoder/setPipeline