---
title: "makeRenderPipelineState(descriptor:options:completionHandler:)"
framework: metal
role: symbol
role_heading: Instance Method
path: "metal/mtldevice/makerenderpipelinestate(descriptor:options:completionhandler:)-1wvya"
---

# makeRenderPipelineState(descriptor:options:completionHandler:)

Asynchronously creates a mesh render pipeline state and reflection information.

## Declaration

```swift
func makeRenderPipelineState(descriptor: MTLMeshRenderPipelineDescriptor, options: MTLPipelineOption, completionHandler: @escaping @Sendable ((any MTLRenderPipelineState)?, MTLRenderPipelineReflection?, (any Error)?) -> Void)
```

```swift
func makeRenderPipelineState(descriptor: MTLMeshRenderPipelineDescriptor, options: MTLPipelineOption) async throws -> (any MTLRenderPipelineState, MTLRenderPipelineReflection?)
```

## Parameters

- `descriptor`: An doc://com.apple.metal/documentation/Metal/MTLMeshRenderPipelineDescriptor instance.
- `options`: An doc://com.apple.metal/documentation/Metal/MTLPipelineOption instance that represents the reflection information you want the method to generate.
- `completionHandler`: A Swift closure or an Objective-C block the method calls when it finishes creating the render pipeline state.

## Discussion

Discussion Use the graphics-rendering pipeline state to configure a render pass by calling the setRenderPipelineState(_:) method of an MTLRenderCommandEncoder instance.

## See Also

### Creating render pipeline states with mesh shaders

- [makeRenderPipelineState(descriptor:options:)](metal/mtldevice/makerenderpipelinestate(descriptor:options:)-yrak.md)
