| <!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="buffer-command-buffer-races-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 |
| { |
| float2 xy [[attribute(0)]]; |
| float3 rgb [[attribute(1)]]; |
| }; |
| |
| struct VertexOut |
| { |
| float4 position [[position]]; |
| float4 color; |
| }; |
| |
| vertex VertexOut vertex_main(VertexIn vertexIn [[stage_in]]) |
| { |
| VertexOut vOut; |
| vOut.position = float4(vertexIn.xy, 0, 1); |
| vOut.color = float4(vertexIn.rgb, 1); |
| |
| return vOut; |
| } |
| |
| fragment float4 fragment_main(VertexOut v [[stage_in]]) |
| { |
| return v.color; |
| } |
| ` |
| |
| function createVertexInputDescriptor() { |
| return { |
| indexFormat: "uint32", |
| vertexBuffers: [{ |
| stride: 4 * 2, |
| attributeSet: [{ |
| format: "float2", |
| shaderLocation: 0 |
| }] |
| }, { |
| stride: 4 * 3, |
| stepMode: "instance", |
| attributeSet: [{ |
| format: "float3", |
| shaderLocation: 1 |
| }] |
| }] |
| } |
| } |
| |
| function createAndSetVertexBuffer(device, vertices) { |
| const vertexArray = new Float32Array(vertices) |
| return createBufferWithData(device, { size: vertexArray.byteLength, usage: GPUBufferUsage.VERTEX }, vertexArray.buffer); |
| } |
| |
| function drawAndSubmitCommands(device, pipeline, attachment, vertexBuffer, colorBuffer) { |
| const commandEncoder = device.createCommandEncoder(); |
| const encoder = commandEncoder.beginRenderPass({ colorAttachments: [attachment] }); |
| encoder.setVertexBuffers(0, [vertexBuffer, colorBuffer], [0, 0]); |
| encoder.setPipeline(pipeline); |
| encoder.draw(3, 1, 0, 0); |
| encoder.endPass(); |
| device.getQueue().submit([commandEncoder.finish()]); |
| } |
| |
| 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 vertexInputDescriptor = createVertexInputDescriptor(); |
| const pipeline = createBasicPipeline(shaderModule, device, null, null, vertexInputDescriptor); |
| |
| const upperLeftBuffer = createAndSetVertexBuffer(device, [-1, 1, -1, -1, 0, 1]); |
| const middleBuffer = createAndSetVertexBuffer(device, [0, 1, -1, -1, 1, -1]); |
| const upperRightBuffer = createAndSetVertexBuffer(device, [0, 1, 1, 1, 1, -1]); |
| |
| const green = [0, 1, 0]; |
| const blue = [0, 0, 1]; |
| const greenArray = new Float32Array(green); |
| const blueArray = new Float32Array(blue); |
| |
| const colorBuffer = createBufferWithData(device, { size: greenArray.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE }, greenArray.buffer); |
| |
| const attachment = { |
| attachment: swapChain.getCurrentTexture().createDefaultView(), |
| loadOp: "load", |
| storeOp: "store", |
| clearColor: { r: 1, g: 0, b: 0, a: 1 } |
| }; |
| |
| /* mapWriteAsync should resolve after GPU commands are complete, so triangle should be green. */ |
| drawAndSubmitCommands(device, pipeline, attachment, upperLeftBuffer, colorBuffer); |
| await colorBuffer.mapWriteAsync().then(ab => { |
| let array = new Float32Array(ab); |
| array.set(blue); |
| colorBuffer.unmap(); |
| }); |
| |
| await colorBuffer.mapWriteAsync().then(ab => { |
| let array = new Float32Array(ab); |
| array.set(green); |
| }); |
| |
| /* colorBuffer that is still mapped should be not submitted to draw a blue triangle. */ |
| drawAndSubmitCommands(device, pipeline, attachment, upperLeftBuffer, colorBuffer); |
| |
| /* colorBuffer does not actually contain "green" again until this call. */ |
| colorBuffer.unmap(); |
| |
| /* Writing data immediately after a submit should not affect the preceding draw call. */ |
| drawAndSubmitCommands(device, pipeline, attachment, middleBuffer, colorBuffer); |
| await mapWriteDataToBuffer(colorBuffer, blueArray.buffer); |
| |
| /* destroy right after a submit should not affect the draw call. */ |
| await mapWriteDataToBuffer(colorBuffer, greenArray.buffer); |
| drawAndSubmitCommands(device, pipeline, attachment, upperRightBuffer, colorBuffer); |
| upperRightBuffer.destroy(); |
| |
| /* draw command with a destroyed buffer should fail */ |
| colorBuffer.destroy(); |
| drawAndSubmitCommands(device, pipeline, attachment, middleBuffer, colorBuffer); |
| |
| upperLeftBuffer.destroy(); |
| middleBuffer.destroy(); |
| upperRightBuffer.destroy(); |
| } |
| |
| test().then(function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }, function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| </script> |