| <!DOCTYPE html> |
| <html> |
| <head> |
| <script src="../resources/js-test-pre.js"></script> |
| </head> |
| <body> |
| <script> |
| const shaderSource = ` |
| bool allEqual(float4x4 mat, float value) |
| { |
| for (uint i = 0; i < 4; i = i + 1) { |
| for (uint j = 0; j < 4; j = j + 1) { |
| if (mat[i][j] != value) |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| bool fill(thread float4x4* mat, float value) |
| { |
| float4x4 result; |
| for (uint i = 0; i < 4; i = i + 1) { |
| result[i] = float4(value, value, value, value); |
| } |
| *mat = result; |
| return true; |
| } |
| |
| bool fill(thread float4* vec, float value) |
| { |
| float4 result; |
| for (uint i = 0; i < 4; i = i + 1) { |
| result[i] = value; |
| } |
| *vec = result; |
| return true; |
| } |
| |
| bool allEqual(float4 vec, float value) |
| { |
| for (uint i = 0; i < 4; i = i + 1) { |
| if (vec[i] != value) |
| return false; |
| } |
| return true; |
| } |
| |
| [numthreads(1, 1, 1)] |
| compute void computeShader(device float[] buffer : register(u0), float3 threadID : SV_DispatchThreadID) { |
| float4x4 mat; |
| fill(&mat, 1); |
| if (!allEqual(mat, 1)) |
| return; |
| |
| float4 vec; |
| fill(&vec, 1); |
| if (!allEqual(vec, 1)) |
| return; |
| |
| float4 vec2 = mul(mat, vec); |
| if (!allEqual(vec2, 4)) |
| return; |
| |
| float4x4 mat2 = mul(mat, mat); |
| if (!allEqual(mat2, 4)) |
| return; |
| |
| mat2 = mul(mat2, mat2); |
| if (!allEqual(mat2, 64)) |
| return; |
| |
| buffer[uint(threadID.x)] = buffer[uint(threadID.x)] * 2.0; |
| } |
| `; |
| let resultsFloat32Array; |
| async function start() { |
| const adapter = await navigator.gpu.requestAdapter(); |
| const device = await adapter.requestDevice(); |
| |
| const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true}); |
| const computeStage = {module: shaderModule, entryPoint: "computeShader"}; |
| |
| const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "storage-buffer"}]}; |
| const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor); |
| const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]}; |
| const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor); |
| |
| const computePipelineDescriptor = {computeStage, layout: pipelineLayout}; |
| const computePipeline = device.createComputePipeline(computePipelineDescriptor); |
| |
| const size = Float32Array.BYTES_PER_ELEMENT * 8; |
| |
| const bufferDescriptor = {size, usage: GPUBufferUsage.MAP_WRITE | GPUBufferUsage.TRANSFER_SRC}; |
| const buffer = device.createBuffer(bufferDescriptor); |
| const bufferArrayBuffer = await buffer.mapWriteAsync(); |
| const bufferFloat32Array = new Float32Array(bufferArrayBuffer); |
| bufferFloat32Array[0] = 1; |
| bufferFloat32Array[1] = 2; |
| bufferFloat32Array[2] = 3; |
| bufferFloat32Array[3] = 4; |
| bufferFloat32Array[4] = 5; |
| bufferFloat32Array[5] = 6; |
| bufferFloat32Array[6] = 7; |
| bufferFloat32Array[7] = 8; |
| buffer.unmap(); |
| |
| const resultsBufferDescriptor = {size, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.TRANSFER_DST | GPUBufferUsage.MAP_READ}; |
| const resultsBuffer = device.createBuffer(resultsBufferDescriptor); |
| |
| const bufferBinding = {buffer: resultsBuffer, size}; |
| const bindGroupBinding = {binding: 0, resource: bufferBinding}; |
| const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]}; |
| const bindGroup = device.createBindGroup(bindGroupDescriptor); |
| |
| const commandEncoder = device.createCommandEncoder(); // {} |
| commandEncoder.copyBufferToBuffer(buffer, 0, resultsBuffer, 0, size); |
| const computePassEncoder = commandEncoder.beginComputePass(); |
| computePassEncoder.setPipeline(computePipeline); |
| computePassEncoder.setBindGroup(0, bindGroup); |
| computePassEncoder.dispatch(4, 1, 1); |
| computePassEncoder.endPass(); |
| const commandBuffer = commandEncoder.finish(); |
| device.getQueue().submit([commandBuffer]); |
| |
| const resultsArrayBuffer = await resultsBuffer.mapReadAsync(); |
| resultsFloat32Array = new Float32Array(resultsArrayBuffer); |
| shouldBe("resultsFloat32Array[0]", "2"); |
| shouldBe("resultsFloat32Array[1]", "4"); |
| shouldBe("resultsFloat32Array[2]", "6"); |
| shouldBe("resultsFloat32Array[3]", "8"); |
| shouldBe("resultsFloat32Array[4]", "5"); |
| shouldBe("resultsFloat32Array[5]", "6"); |
| shouldBe("resultsFloat32Array[6]", "7"); |
| shouldBe("resultsFloat32Array[7]", "8"); |
| resultsBuffer.unmap(); |
| } |
| if (window.testRunner) |
| testRunner.waitUntilDone(); |
| window.addEventListener("load", function() { |
| start().then(function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }, function() { |
| if (window.testRunner) |
| testRunner.notifyDone(); |
| }); |
| }); |
| </script> |
| <script src="../resources/js-test-post.js"></script> |
| </body> |
| </html> |