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The GPURenderPipeline interface of the WebGPU API represents a pipeline that controls the vertex and fragment shader stages and can be used in a GPURenderPassEncoder or GPURenderBundleEncoder.
A GPURenderPipeline object instance can be created using the GPUDevice.createRenderPipeline() or GPUDevice.createRenderPipelineAsync() methods.
labelA string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.
getBindGroupLayout()Returns the pipeline's GPUBindGroupLayout object with the given index (i.e., included in the originating GPUDevice.createRenderPipeline() or GPUDevice.createRenderPipelineAsync() call's pipeline layout).
Note: The WebGPU samples feature many more examples.
Our basic render demo provides an example of the construction of a valid render pipeline descriptor object, which is then used to create a GPURenderPipeline via a createRenderPipeline() call.
// …
const vertexBuffers = [
{
attributes: [
{
shaderLocation: 0, // position
offset: 0,
format: "float32x4",
},
{
shaderLocation: 1, // color
offset: 16,
format: "float32x4",
},
],
arrayStride: 32,
stepMode: "vertex",
},
];
const pipelineDescriptor = {
vertex: {
module: shaderModule,
entryPoint: "vertex_main",
buffers: vertexBuffers,
},
fragment: {
module: shaderModule,
entryPoint: "fragment_main",
targets: [
{
format: navigator.gpu.getPreferredCanvasFormat(),
},
],
},
primitive: {
topology: "triangle-list",
},
layout: "auto",
};
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
// …