Contents

MTLRenderPipelineState

An interface that represents a graphics pipeline configuration for a render pass, which the pass applies to the draw commands you encode.

Declaration

protocol MTLRenderPipelineState : MTLAllocation, Sendable

Mentioned in

Overview

The MTLRenderPipelineState protocol is an interface that represents a specific configuration for the graphics-rendering pipeline, including which shaders it uses. Use a pipeline state to configure a render pass by calling the setRenderPipelineState(_:) method of an MTLRenderCommandEncoder instance.

To create a pipeline state, call the appropriate MTLDevice method (see Pipeline state creation). You typically make pipeline states at a noncritical time, like when the app first launches. This is because graphics drivers may need time to evaluate and build each pipeline state. However, you can quickly use and reuse each pipeline state throughout your app’s lifetime.

Topics

Identifying a pipeline state

Checking object shader memory requirements

Checking mesh shader memory requirements

Checking tile shader memory requirements

Checking feature support

Checking shader validation

Creating function handles and tables

Creating modified clones of the render pipeline

Instance Properties

Instance Methods

See Also

Render pipeline states