blob: 94b99b179dd226340580be1e0861abdecfe7bc26 [file] [log] [blame]
<!DOCTYPE html>
<meta charset="utf-8">
<title>WebGPU Hello Triangles</title>
<meta name="assert" content="WebGPU correctly renders a green canvas.">
<link rel="match" href="vertex-buffer-triangle-strip-expected.html">
<p>Pass if square canvas below is completely green.</p>
<canvas width="400" height="400"></canvas>
<script src="js/webgpu-functions.js"></script>
<script>
if (window.testRunner)
testRunner.waitUntilDone();
const shaderCode = `
#include <metal_stdlib>
using namespace metal;
struct VertexIn
{
float4 position [[attribute(0)]];
};
struct VertexOut
{
float4 position [[position]];
float4 color;
};
vertex VertexOut vertex_main(VertexIn vertexIn [[stage_in]], uint iid [[instance_id]])
{
VertexOut vOut;
vOut.position = vertexIn.position;
if (iid == 0) {
vOut.position.z = 0.5;
vOut.color = float4(1, 0, 0, 1);
} else {
vOut.color = float4(0, 1, 0, 1);
}
return vOut;
}
fragment float4 fragment_main(VertexOut v [[stage_in]])
{
return v.color;
}
`
function createVertexBuffer(device) {
const vertexArray = new Float32Array([
// float4 xyzw
-1, 1, 0, 1,
-1, -1, 0, 1,
1, 1, 0, 1,
1, -1, 0, 1
]);
return createBufferWithData(device, { size: vertexArray.byteLength, usage: GPUBufferUsage.VERTEX }, vertexArray.buffer);
}
function createVertexInputDescriptor() {
return {
indexFormat: "uint32",
vertexBuffers: [{
stride: 4 * 4,
attributeSet: [{
format: "float4",
shaderLocation: 0
}]
}]
}
}
async function test() {
const device = await getBasicDevice();
const canvas = document.querySelector("canvas");
const swapChain = createBasicSwapChain(canvas, device);
// FIXME: Replace with non-MSL shaders.
const shaderModule = device.createShaderModule({ code: shaderCode });
const vertexBuffer = createVertexBuffer(device);
const vertexInputDescriptor = createVertexInputDescriptor();
const depthStateDescriptor = createBasicDepthStateDescriptor();
const pipeline = createBasicPipeline(shaderModule, device, null, null, vertexInputDescriptor, depthStateDescriptor);
const commandEncoder = device.createCommandEncoder();
const basicAttachment = {
attachment: swapChain.getCurrentTexture().createDefaultView(),
loadOp: "clear",
storeOp: "store",
clearColor: { r: 1.0, g: 0, b: 0, a: 1.0 }
};
const depthAttachment = {
attachment: createBasicDepthTexture(canvas, device).createDefaultView(),
depthLoadOp: "clear",
depthStoreOp: "store",
clearDepth: 1.0
};
const encoder = commandEncoder.beginRenderPass({
colorAttachments: [basicAttachment],
depthStencilAttachment: depthAttachment
});
encoder.setVertexBuffers(0, [vertexBuffer], [0]);
encoder.setPipeline(pipeline);
encoder.draw(4, 2, 0, 0);
encoder.endPass();
device.getQueue().submit([commandEncoder.finish()]);
}
test().then(function() {
if (window.testRunner)
testRunner.notifyDone();
}, function() {
if (window.testRunner)
testRunner.notifyDone();
});
</script>