| <!DOCTYPE html> |
| <html> |
| <head> |
| <script src="../js/webgpu-functions.js"></script> |
| </head> |
| <body> |
| <canvas id="canvas" width="400" height="400"></canvas> |
| <script> |
| const shaderSource = ` |
| struct VertexOut { |
| float4 position : SV_Position; |
| float shade : attribute(0); |
| } |
| |
| float assignToPtr(thread float* ptr, float value) { |
| return *ptr = value; |
| } |
| |
| thread float* realPtr(float value) |
| { |
| float v = value; |
| return &v; |
| } |
| |
| thread float* firstPtr(float value) { |
| return realPtr(value); |
| } |
| |
| thread float* secondPtr(float value) { |
| return firstPtr(value); |
| } |
| |
| vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) { |
| VertexOut result; |
| |
| thread float* ptrToShade = firstPtr(shade); |
| thread float* ptrToShade2 = secondPtr(1.0); |
| |
| float dummy; |
| thread float* dummyPtr = &dummy; |
| |
| dummy = assignToPtr(ptrToShade2, 0.0); |
| thread float* dummy2 = realPtr(shade); |
| |
| result.position = position; |
| |
| result.shade = *ptrToShade2; |
| |
| return result; |
| } |
| |
| fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 { |
| return float4(shade, shade, shade, 1.0); |
| } |
| `; |
| |
| const canvas = document.getElementById("canvas"); |
| |
| async function start(device) { |
| const shaderModule = device.createShaderModule({code: shaderSource}); |
| 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}]; // GPUColorWrite.ALL |
| const depthStencilState = null; |
| |
| const attribute0 = {shaderLocation: 0, format: "float4"}; |
| const attribute1 = {shaderLocation: 1, format: "float", offset: 16}; |
| const attributes = [attribute0, attribute1]; |
| const input0 = {stride: 20, attributeSet: attributes}; |
| const inputs = [input0]; |
| const vertexInput = {vertexBuffers: inputs}; |
| |
| const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "uniform-buffer"}]}; |
| const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor); |
| const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]}; |
| const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor); |
| |
| const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, vertexInput, sampleCount: 1, layout: pipelineLayout}; |
| const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor); |
| |
| const vertexBuffer0Descriptor = {size: Float32Array.BYTES_PER_ELEMENT * 5 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE}; |
| const vertexBuffer0 = device.createBuffer(vertexBuffer0Descriptor); |
| const vertexBuffer0ArrayBuffer = await vertexBuffer0.mapWriteAsync(); |
| const vertexBuffer0Float32Array = new Float32Array(vertexBuffer0ArrayBuffer); |
| vertexBuffer0Float32Array[0] = -0.5; |
| vertexBuffer0Float32Array[1] = -0.5; |
| vertexBuffer0Float32Array[2] = 1.0; |
| vertexBuffer0Float32Array[3] = 1.0; |
| vertexBuffer0Float32Array[4] = 1.0; |
| |
| vertexBuffer0Float32Array[5] = -0.5; |
| vertexBuffer0Float32Array[6] = 0.5; |
| vertexBuffer0Float32Array[7] = 1.0; |
| vertexBuffer0Float32Array[8] = 1.0; |
| vertexBuffer0Float32Array[9] = 1.0; |
| |
| vertexBuffer0Float32Array[10] = 0.5; |
| vertexBuffer0Float32Array[11] = -0.5; |
| vertexBuffer0Float32Array[12] = 1.0; |
| vertexBuffer0Float32Array[13] = 1.0; |
| vertexBuffer0Float32Array[14] = 1.0; |
| |
| vertexBuffer0Float32Array[15] = 0.5; |
| vertexBuffer0Float32Array[16] = 0.5; |
| vertexBuffer0Float32Array[17] = 1.0; |
| vertexBuffer0Float32Array[18] = 1.0; |
| vertexBuffer0Float32Array[19] = 1.0; |
| vertexBuffer0.unmap(); |
| |
| const resourceBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.MAP_WRITE}; |
| const resourceBuffer = device.createBuffer(resourceBufferDescriptor); |
| const resourceBufferArrayBuffer = await resourceBuffer.mapWriteAsync(); |
| const resourceBufferFloat32Array = new Float32Array(resourceBufferArrayBuffer); |
| resourceBufferFloat32Array[0] = 1; |
| resourceBuffer.unmap(); |
| |
| const bufferBinding = {buffer: resourceBuffer, size: 4}; |
| const bindGroupBinding = {binding: 0, resource: bufferBinding}; |
| const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]}; |
| const bindGroup = device.createBindGroup(bindGroupDescriptor); |
| |
| 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.setBindGroup(0, bindGroup); |
| renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]); |
| renderPassEncoder.draw(4, 1, 0, 0); |
| renderPassEncoder.endPass(); |
| const commandBuffer = commandEncoder.finish(); |
| device.getQueue().submit([commandBuffer]); |
| } |
| if (window.testRunner) |
| testRunner.waitUntilDone(); |
| getBasicDevice().then(function(device) { |
| start(device).then(function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }, function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| }, function() { |
| drawWhiteSquareOnBlueBackgroundInSoftware(canvas); |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| </script> |
| </body> |
| </html> |