blob: a5ed9c6490e8e629324b34e8081d84e333804337 [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script>
const shaderSource = `
vertex float4 vertexShader(float4 position : attribute(0)) : SV_Position {
return position;
}
struct Foo {
float x;
}
float operator.y(Foo f) {
return f.x;
}
fragment float4 fragmentShader() : SV_Target 0 {
Foo f;
f.x = 1.0;
return float4(f.y, f.y, f.y, 1.0);
}
`;
async function start() {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true});
const vertexStage = {module: shaderModule, entryPoint: "vertexShader"};
const fragmentStage = {module: shaderModule, entryPoint: "fragmentShader"};
const primitiveTopology = "triangle-strip";
const rasterizationState = {frontFace: "cw", cullMode: "none"};
const alphaBlend = {};
const colorBlend = {};
const colorStates = [{format: "rgba8unorm", alphaBlend, colorBlend, writeMask: 15}]; // GPUColorWriteBits.ALL
const depthStencilState = null;
const attribute0 = {shaderLocation: 0, format: "float4"};
const input0 = {stride: 16, attributeSet: [attribute0]};
const inputs = [input0];
const vertexInput = {vertexBuffers: inputs};
const pipelineLayoutDescriptor = {bindGroupLayouts: []};
const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor);
const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, vertexInput, sampleCount: 1, layout: pipelineLayout};
const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor);
const vertexBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT * 4 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE};
const vertexBuffer = device.createBuffer(vertexBufferDescriptor);
const vertexBufferArrayBuffer = await vertexBuffer.mapWriteAsync();
const vertexBufferFloat32Array = new Float32Array(vertexBufferArrayBuffer);
vertexBufferFloat32Array[0] = -0.5;
vertexBufferFloat32Array[1] = -0.5;
vertexBufferFloat32Array[2] = 1.0;
vertexBufferFloat32Array[3] = 1;
vertexBufferFloat32Array[4] = -0.5;
vertexBufferFloat32Array[5] = 0.5;
vertexBufferFloat32Array[6] = 1.0;
vertexBufferFloat32Array[7] = 1;
vertexBufferFloat32Array[8] = 0.5;
vertexBufferFloat32Array[9] = -0.5;
vertexBufferFloat32Array[10] = 1.0;
vertexBufferFloat32Array[11] = 1;
vertexBufferFloat32Array[12] = 0.5;
vertexBufferFloat32Array[13] = 0.5;
vertexBufferFloat32Array[14] = 1.0;
vertexBufferFloat32Array[15] = 1;
vertexBuffer.unmap();
const canvas = document.getElementById("canvas");
const context = canvas.getContext("gpu");
const swapChainDescriptor = {device, format: "bgra8unorm"};
const swapChain = context.configureSwapChain(swapChainDescriptor);
const outputTexture = swapChain.getCurrentTexture();
const outputTextureView = outputTexture.createDefaultView();
const commandEncoder = device.createCommandEncoder(); // {}
const red = {r: 0, g: 0, b: 1, a: 1};
const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}];
const depthStencilAttachment = null;
const renderPassDescriptor = {colorAttachments, depthStencilAttachment};
const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPassEncoder.setPipeline(renderPipeline);
renderPassEncoder.setVertexBuffers(0, [vertexBuffer], [0]);
renderPassEncoder.draw(4, 1, 0, 0);
renderPassEncoder.endPass();
const commandBuffer = commandEncoder.finish();
device.getQueue().submit([commandBuffer]);
}
if (window.testRunner)
testRunner.waitUntilDone();
window.addEventListener("load", function() {
start().then(function() {
if (window.testRunner)
testRunner.notifyDone();
}, function() {
if (window.testRunner)
testRunner.notifyDone();
});
});
</script>
</body>
</html>