| <!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="vertex-buffer-triangle-strip-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)]]; |
| }; |
| |
| struct VertexOut |
| { |
| float4 position [[position]]; |
| float4 color; |
| }; |
| |
| vertex VertexOut vertex_main(VertexIn vertexIn [[stage_in]], uint iid [[instance_id]]) |
| { |
| VertexOut vOut; |
| vOut.position = vertexIn.position; |
| |
| if (iid == 0) { |
| vOut.position.z = 0.5; |
| vOut.color = float4(1, 0, 0, 1); |
| } else { |
| vOut.color = float4(0, 1, 0, 1); |
| } |
| |
| return vOut; |
| } |
| |
| fragment float4 fragment_main(VertexOut v [[stage_in]]) |
| { |
| return v.color; |
| } |
| ` |
| |
| function createVertexBuffer(device) { |
| const vertexArray = new Float32Array([ |
| // float4 xyzw |
| -1, 1, 0, 1, |
| -1, -1, 0, 1, |
| 1, 1, 0, 1, |
| 1, -1, 0, 1 |
| ]); |
| return createBufferWithData(device, { size: vertexArray.byteLength, usage: GPUBufferUsage.VERTEX }, vertexArray.buffer); |
| } |
| |
| function createVertexInputDescriptor() { |
| return { |
| indexFormat: "uint32", |
| vertexBuffers: [{ |
| stride: 4 * 4, |
| attributeSet: [{ |
| format: "float4", |
| shaderLocation: 0 |
| }] |
| }] |
| } |
| } |
| |
| 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 vertexInputDescriptor = createVertexInputDescriptor(); |
| const depthStateDescriptor = createBasicDepthStateDescriptor(); |
| const pipeline = createBasicPipeline(shaderModule, device, null, null, vertexInputDescriptor, depthStateDescriptor); |
| const commandEncoder = device.createCommandEncoder(); |
| |
| const basicAttachment = { |
| attachment: swapChain.getCurrentTexture().createDefaultView(), |
| loadOp: "clear", |
| storeOp: "store", |
| clearColor: { r: 1.0, g: 0, b: 0, a: 1.0 } |
| }; |
| |
| const depthAttachment = { |
| attachment: createBasicDepthTexture(canvas, device).createDefaultView(), |
| depthLoadOp: "clear", |
| depthStoreOp: "store", |
| clearDepth: 1.0 |
| }; |
| |
| const encoder = commandEncoder.beginRenderPass({ |
| colorAttachments: [basicAttachment], |
| depthStencilAttachment: depthAttachment |
| }); |
| |
| encoder.setVertexBuffers(0, [vertexBuffer], [0]); |
| encoder.setPipeline(pipeline); |
| encoder.draw(4, 2, 0, 0); |
| encoder.endPass(); |
| |
| device.getQueue().submit([commandEncoder.finish()]); |
| } |
| |
| test().then(function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }, function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| </script> |