| <!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="draw-indexed-triangles-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)]]; |
| float green [[attribute(1)]]; |
| }; |
| |
| struct VertexOut |
| { |
| float4 position [[position]]; |
| float4 color; |
| }; |
| |
| vertex VertexOut vertex_main(VertexIn vertexIn [[stage_in]]) |
| { |
| VertexOut vOut; |
| vOut.position = vertexIn.position; |
| vOut.color = float4(0, vertexIn.green, 0, 1); |
| return vOut; |
| } |
| |
| fragment float4 fragment_main(VertexOut v [[stage_in]]) |
| { |
| return v.color; |
| } |
| ` |
| |
| function createVertexBuffer(device) { |
| const vertexArray = new Float32Array([ |
| // float4 xyzw, float g |
| -1, 1, 0, 1, 0, |
| -1, 1, 0, 1, 1, |
| -1, -1, 0, 1, 0, |
| -1, -1, 0, 1, 1, |
| 1, 1, 0, 1, 0, |
| 1, 1, 0, 1, 1, |
| 1, -1, 0, 1, 0, |
| 1, -1, 0, 1, 1 |
| ]); |
| return createBufferWithData(device, { size: vertexArray.byteLength, usage: GPUBufferUsage.VERTEX }, vertexArray.buffer); |
| } |
| |
| const indexBufferOffset = 2048; // Test a buffer offset for index array. |
| const indexOffset = -9001; // Test a base index to add to index array values. |
| |
| function createIndexBuffer(device) { |
| const offsetArray = [1, 3, 5, 3, 5, 7].map(v => { return v - indexOffset; }); |
| const indexArray = new Uint32Array([1, 3, 5, 3, 5, 7].map(v => { return v - indexOffset; })); |
| const buffer = createBufferWithData( |
| device, |
| { |
| size: indexArray.byteLength + indexBufferOffset, |
| usage: GPUBufferUsage.INDEX |
| }, |
| indexArray.buffer, |
| indexBufferOffset |
| ); |
| |
| return buffer; |
| } |
| |
| function createVertexInputDescriptor() { |
| return { |
| indexFormat: "uint32", |
| vertexBuffers: [{ |
| stride: 4 * 5, |
| attributeSet: [{ |
| format: "float4", |
| shaderLocation: 0 |
| }, { |
| offset: 4 * 4, |
| format: "float", |
| shaderLocation: 1 |
| }] |
| }] |
| }; |
| } |
| |
| 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 indexBuffer = createIndexBuffer(device); |
| const pipeline = createBasicPipeline(shaderModule, device, null, null, createVertexInputDescriptor(), null, "triangle-list"); |
| const commandEncoder = device.createCommandEncoder(); |
| const passEncoder = beginBasicRenderPass(swapChain, commandEncoder); |
| |
| passEncoder.setIndexBuffer(indexBuffer, indexBufferOffset); |
| passEncoder.setVertexBuffers(0, [vertexBuffer], [0]); |
| passEncoder.setPipeline(pipeline); |
| passEncoder.drawIndexed(6, 1, 0, indexOffset, 0); |
| passEncoder.endPass(); |
| |
| device.getQueue().submit([commandEncoder.finish()]); |
| vertexBuffer.destroy(); |
| } |
| |
| test().then(function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }, function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| </script> |