blob: c0a4b71feaf8a1b546086f310f7e13b7ab55b7df [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script>
const shaderSource = `
struct VertexOut {
float4 position : SV_Position;
float shade : attribute(0);
}
vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) {
VertexOut result;
bool b = true;
for (uint i = 0; i < 10; i = i + 1) {
while (true) {
if (b) {
break;
}
shade = 1.0;
}
do {
if (b) {
break;
}
} while ((shade = 1.0, false));
do {
if (b) {
continue;
}
} while ((shade = shade + 1.0, false));
do {
if (b) {
continue;
}
} while ((shade = shade - 1.0, false));
while ((shade = shade + 1.0, true)) {
if (b) {
break;
}
}
while ((shade = shade - 1.0, true)) {
if (b) {
break;
}
}
}
result.position = position;
result.shade = shade;
return result;
}
fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 {
return float4(shade, shade, shade, 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", offset: 0};
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] = 0.0;
vertexBuffer0Float32Array[5] = -0.5;
vertexBuffer0Float32Array[6] = 0.5;
vertexBuffer0Float32Array[7] = 1.0;
vertexBuffer0Float32Array[8] = 1.0;
vertexBuffer0Float32Array[9] = 0.0;
vertexBuffer0Float32Array[10] = 0.5;
vertexBuffer0Float32Array[11] = -0.5;
vertexBuffer0Float32Array[12] = 1.0;
vertexBuffer0Float32Array[13] = 1.0;
vertexBuffer0Float32Array[14] = 0.0;
vertexBuffer0Float32Array[15] = 0.5;
vertexBuffer0Float32Array[16] = 0.5;
vertexBuffer0Float32Array[17] = 1.0;
vertexBuffer0Float32Array[18] = 1.0;
vertexBuffer0Float32Array[19] = 0.0;
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 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.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();
window.addEventListener("load", function() {
start().then(function() {
if (window.testRunner)
testRunner.notifyDone();
}, function() {
if (window.testRunner)
testRunner.notifyDone();
});
});
</script>
</body>
</html>