Add a runtime-disabled dialog element skeleton
[WebKit-https.git] / LayoutTests / webgpu / whlsl-loops.html
1 <!DOCTYPE html>
2 <html>
3 <head>
4 <script src="js/webgpu-functions.js"></script>
5 </head>
6 <body>
7 <canvas id="canvas" width="400" height="400"></canvas>
8 <script>
9 const shaderSource = `
10 struct VertexOut {
11     float4 position : SV_Position;
12     float shade : attribute(0);
13 }
14
15 vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) {
16     VertexOut result;
17
18     for (uint i = 0; i < 10; i = i + 1) {
19         shade = shade + 0.1;
20     }
21
22     result.position = position;
23     result.shade = shade;
24
25     return result;
26 }
27
28 fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 {
29     return float4(shade, shade, shade, 1.0);
30 }
31 `;
32
33 const canvas = document.getElementById("canvas");
34
35 async function start(device) {
36     const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true});
37     const vertexStage = {module: shaderModule, entryPoint: "vertexShader"};
38     const fragmentStage = {module: shaderModule, entryPoint: "fragmentShader"};
39     const primitiveTopology = "triangle-strip";
40     const rasterizationState = {frontFace: "cw", cullMode: "none"};
41     const alphaBlend = {};
42     const colorBlend = {};
43     const colorStates = [{format: "rgba8unorm", alphaBlend, colorBlend, writeMask: 15}]; // GPUColorWriteBits.ALL
44     const depthStencilState = null;
45
46     const attribute0 = {shaderLocation: 0, format: "float4", offset: 0};
47     const attribute1 = {shaderLocation: 1, format: "float", offset: 16};
48     const attributes = [attribute0, attribute1];
49     const input0 = {stride: 20, attributeSet: attributes};
50     const inputs = [input0];
51     const vertexInput = {vertexBuffers: inputs};
52
53     const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "uniform-buffer"}]};
54     const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor);
55     const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]};
56     const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor);
57
58     const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, vertexInput, sampleCount: 1, layout: pipelineLayout};
59     const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor);
60
61     const vertexBuffer0Descriptor = {size: Float32Array.BYTES_PER_ELEMENT * 5 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE};
62     const vertexBuffer0 = device.createBuffer(vertexBuffer0Descriptor);
63     const vertexBuffer0ArrayBuffer = await vertexBuffer0.mapWriteAsync();
64     const vertexBuffer0Float32Array = new Float32Array(vertexBuffer0ArrayBuffer);
65     vertexBuffer0Float32Array[0] = -0.5;
66     vertexBuffer0Float32Array[1] = -0.5;
67     vertexBuffer0Float32Array[2] = 1.0;
68     vertexBuffer0Float32Array[3] = 1.0;
69     vertexBuffer0Float32Array[4] = 0.1;
70
71     vertexBuffer0Float32Array[5] = -0.5;
72     vertexBuffer0Float32Array[6] = 0.5;
73     vertexBuffer0Float32Array[7] = 1.0;
74     vertexBuffer0Float32Array[8] = 1.0;
75     vertexBuffer0Float32Array[9] = 0.1;
76
77     vertexBuffer0Float32Array[10] = 0.5;
78     vertexBuffer0Float32Array[11] = -0.5;
79     vertexBuffer0Float32Array[12] = 1.0;
80     vertexBuffer0Float32Array[13] = 1.0;
81     vertexBuffer0Float32Array[14] = 0.1;
82
83     vertexBuffer0Float32Array[15] = 0.5;
84     vertexBuffer0Float32Array[16] = 0.5;
85     vertexBuffer0Float32Array[17] = 1.0;
86     vertexBuffer0Float32Array[18] = 1.0;
87     vertexBuffer0Float32Array[19] = 0.1;
88     vertexBuffer0.unmap();
89
90     const resourceBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.MAP_WRITE};
91     const resourceBuffer = device.createBuffer(resourceBufferDescriptor);
92     const resourceBufferArrayBuffer = await resourceBuffer.mapWriteAsync();
93     const resourceBufferFloat32Array = new Float32Array(resourceBufferArrayBuffer);
94     resourceBufferFloat32Array[0] = 1;
95     resourceBuffer.unmap();
96
97     const bufferBinding = {buffer: resourceBuffer, size: 4};
98     const bindGroupBinding = {binding: 0, resource: bufferBinding};
99     const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]};
100     const bindGroup = device.createBindGroup(bindGroupDescriptor);
101
102     const context = canvas.getContext("gpu");
103     const swapChainDescriptor = {device, format: "bgra8unorm"};
104     const swapChain = context.configureSwapChain(swapChainDescriptor);
105     const outputTexture = swapChain.getCurrentTexture();
106     const outputTextureView = outputTexture.createDefaultView();
107
108     const commandEncoder = device.createCommandEncoder(); // {}
109     const red = {r: 0, g: 0, b: 1, a: 1};
110     const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}];
111     const depthStencilAttachment = null;
112     const renderPassDescriptor = {colorAttachments, depthStencilAttachment};
113     const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
114     renderPassEncoder.setPipeline(renderPipeline);
115     renderPassEncoder.setBindGroup(0, bindGroup);
116     renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]);
117     renderPassEncoder.draw(4, 1, 0, 0);
118     renderPassEncoder.endPass();
119     const commandBuffer = commandEncoder.finish();
120     device.getQueue().submit([commandBuffer]);
121 }
122 if (window.testRunner)
123     testRunner.waitUntilDone();
124 getBasicDevice().then(function(device) {
125     start(device).then(function() {
126         if (window.testRunner)
127             testRunner.notifyDone();
128     }, function() {
129         if (window.testRunner)
130             testRunner.notifyDone();
131     });
132 }, function() {
133     drawWhiteSquareOnBlueBackgroundInSoftware(canvas);
134     if (window.testRunner)
135         testRunner.notifyDone();
136 });
137 </script>
138 </body>
139 </html>