| <!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; |
| } |
| |
| thread float* operator&[](thread Foo* f, uint index) { |
| return &f->x; |
| } |
| |
| struct Bar { |
| Foo z; |
| } |
| |
| Foo operator[](Bar b, uint index) { |
| return b.z; |
| } |
| |
| Bar operator[]=(Bar b, uint index, Foo a) { |
| b.z = a; |
| return b; |
| } |
| |
| fragment float4 fragmentShader() : SV_Target 0 { |
| Bar b; |
| Foo foo; |
| foo.x = 1.0; |
| b[1] = foo; |
| foo = b[1]; |
| return float4(foo.x, foo.x, foo.x, 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> |