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GPUDevice: createPipelineLayout() method

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The createPipelineLayout() method of the GPUDevice interface creates a GPUPipelineLayout that defines the GPUBindGroupLayouts used by a pipeline. GPUBindGroups used with the pipeline during command encoding must have compatible GPUBindGroupLayouts.

Syntax

createPipelineLayout(descriptor)

Parameters

  • descriptor
    • : An object containing the following properties:
      • bindGroupLayouts
        • : An array of values representing the bind group layouts for a pipeline. Each value can be:
          • A GPUBindGroupLayout object, created via a call to createBindGroupLayout(). Each object corresponds to a @group attribute in the shader code contained in the GPUShaderModule used in a related pipeline.
          • null, which represents an empty bind group layout. null values are ignored when creating a pipeline layout.
      • label Optional
        • : A string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.

Return value

A GPUPipelineLayout object instance.

Validation

The following criteria must be met when calling createPipelineLayout(), otherwise a GPUValidationError is generated and an invalid GPUPipelineLayout object is returned:

Examples

[!NOTE] The WebGPU samples feature many more examples.

Multiple bind group layouts, bind group, and pipeline layout

The following snippet:

// …

const bindGroupLayout = device.createBindGroupLayout({
  entries: [
    {
      binding: 0,
      visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
      buffer: {},
    },
    {
      binding: 1,
      visibility: GPUShaderStage.FRAGMENT,
      texture: {},
    },
    {
      binding: 2,
      visibility: GPUShaderStage.FRAGMENT,
      sampler: {},
    },
  ],
});

const pipelineLayout = device.createPipelineLayout({
  bindGroupLayouts: [bindGroupLayout],
});

// …

Specifying an empty bind group layout

In this snippet, we create three bind group layouts, with bind group layout 1 representing fragment data and bind group layout 2 representing vertex data. If we want to create a pipeline that uses only bind group layouts 0 and 2, we can pass null for bind group layout 1 and then render without a fragment shader.

const bgl0 = device.createBindGroupLayout({ entries: myGlobalEntries });
const bgl1 = device.createBindGroupLayout({ entries: myFragmentEntries });
const bgl2 = device.createBindGroupLayout({ entries: myVertexEntries });

// pipeline layout can be used to render without a fragment shader
const pipelineLayout = device.createPipelineLayout({
  bindGroupLayouts: [bgl0, null, bgl2],
});

Specifications

SpecificationsStandards references are available on the canonical MDN page.

Browser compatibility

Browser compatibilityCompatibility data is available on the canonical MDN page.

See also