c1fd165f214991fdefce718aa7909b7b52a71f14
[WebKit-https.git] / LayoutTests / webgpu / whlsl-while-loop-continue.html
1 <!DOCTYPE html>
2 <html>
3 <head>
4 </head>
5 <body>
6 <canvas id="canvas" width="400" height="400"></canvas>
7 <script>
8 const shaderSource = `
9 struct VertexOut {
10     float4 position : SV_Position;
11     float shade : attribute(0);
12 }
13
14 vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) {
15     VertexOut result;
16
17     bool b = true;
18     uint i = 0;
19     while ((shade = shade + 0.1, i < 10)) {
20         if (b) {
21             i = i + 1;
22             continue;
23         }
24         shade = 0.0;
25     }
26
27     result.position = position;
28     result.shade = shade;
29
30     return result;
31 }
32
33 fragment float4 fragmentShader(float shade : attribute(0)) : SV_Target 0 {
34     return float4(shade, shade, shade, 1.0);
35 }
36 `;
37 async function start() {
38     const adapter = await navigator.gpu.requestAdapter();
39     const device = await adapter.requestDevice();
40
41     const shaderModule = device.createShaderModule({code: shaderSource, isWHLSL: true});
42     const vertexStage = {module: shaderModule, entryPoint: "vertexShader"};
43     const fragmentStage = {module: shaderModule, entryPoint: "fragmentShader"};
44     const primitiveTopology = "triangle-strip";
45     const rasterizationState = {frontFace: "cw", cullMode: "none"};
46     const alphaBlend = {};
47     const colorBlend = {};
48     const colorStates = [{format: "rgba8unorm", alphaBlend, colorBlend, writeMask: 15}]; // GPUColorWriteBits.ALL
49     const depthStencilState = null;
50
51     const attribute0 = {shaderLocation: 0, format: "float4", offset: 0};
52     const attribute1 = {shaderLocation: 1, format: "float", offset: 16};
53     const attributes = [attribute0, attribute1];
54     const input0 = {stride: 20, attributeSet: attributes};
55     const inputs = [input0];
56     const vertexInput = {vertexBuffers: inputs};
57
58     const bindGroupLayoutDescriptor = {bindings: [{binding: 0, visibility: 7, type: "uniform-buffer"}]};
59     const bindGroupLayout = device.createBindGroupLayout(bindGroupLayoutDescriptor);
60     const pipelineLayoutDescriptor = {bindGroupLayouts: [bindGroupLayout]};
61     const pipelineLayout = device.createPipelineLayout(pipelineLayoutDescriptor);
62
63     const renderPipelineDescriptor = {vertexStage, fragmentStage, primitiveTopology, rasterizationState, colorStates, depthStencilState, vertexInput, sampleCount: 1, layout: pipelineLayout};
64     const renderPipeline = device.createRenderPipeline(renderPipelineDescriptor);
65
66     const vertexBuffer0Descriptor = {size: Float32Array.BYTES_PER_ELEMENT * 5 * 4, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.MAP_WRITE};
67     const vertexBuffer0 = device.createBuffer(vertexBuffer0Descriptor);
68     const vertexBuffer0ArrayBuffer = await vertexBuffer0.mapWriteAsync();
69     const vertexBuffer0Float32Array = new Float32Array(vertexBuffer0ArrayBuffer);
70     vertexBuffer0Float32Array[0] = -0.5;
71     vertexBuffer0Float32Array[1] = -0.5;
72     vertexBuffer0Float32Array[2] = 1.0;
73     vertexBuffer0Float32Array[3] = 1.0;
74     vertexBuffer0Float32Array[4] = 0.1;
75
76     vertexBuffer0Float32Array[5] = -0.5;
77     vertexBuffer0Float32Array[6] = 0.5;
78     vertexBuffer0Float32Array[7] = 1.0;
79     vertexBuffer0Float32Array[8] = 1.0;
80     vertexBuffer0Float32Array[9] = 0.1;
81
82     vertexBuffer0Float32Array[10] = 0.5;
83     vertexBuffer0Float32Array[11] = -0.5;
84     vertexBuffer0Float32Array[12] = 1.0;
85     vertexBuffer0Float32Array[13] = 1.0;
86     vertexBuffer0Float32Array[14] = 0.1;
87
88     vertexBuffer0Float32Array[15] = 0.5;
89     vertexBuffer0Float32Array[16] = 0.5;
90     vertexBuffer0Float32Array[17] = 1.0;
91     vertexBuffer0Float32Array[18] = 1.0;
92     vertexBuffer0Float32Array[19] = 0.1;
93     vertexBuffer0.unmap();
94
95     const resourceBufferDescriptor = {size: Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.MAP_WRITE};
96     const resourceBuffer = device.createBuffer(resourceBufferDescriptor);
97     const resourceBufferArrayBuffer = await resourceBuffer.mapWriteAsync();
98     const resourceBufferFloat32Array = new Float32Array(resourceBufferArrayBuffer);
99     resourceBufferFloat32Array[0] = 1;
100     resourceBuffer.unmap();
101
102     const bufferBinding = {buffer: resourceBuffer, size: 4};
103     const bindGroupBinding = {binding: 0, resource: bufferBinding};
104     const bindGroupDescriptor = {layout: bindGroupLayout, bindings: [bindGroupBinding]};
105     const bindGroup = device.createBindGroup(bindGroupDescriptor);
106
107     const canvas = document.getElementById("canvas");
108     const context = canvas.getContext("gpu");
109     const swapChainDescriptor = {device, format: "bgra8unorm"};
110     const swapChain = context.configureSwapChain(swapChainDescriptor);
111     const outputTexture = swapChain.getCurrentTexture();
112     const outputTextureView = outputTexture.createDefaultView();
113
114     const commandEncoder = device.createCommandEncoder(); // {}
115     const red = {r: 0, g: 0, b: 1, a: 1};
116     const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}];
117     const depthStencilAttachment = null;
118     const renderPassDescriptor = {colorAttachments, depthStencilAttachment};
119     const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
120     renderPassEncoder.setPipeline(renderPipeline);
121     renderPassEncoder.setBindGroup(0, bindGroup);
122     renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]);
123     renderPassEncoder.draw(4, 1, 0, 0);
124     renderPassEncoder.endPass();
125     const commandBuffer = commandEncoder.finish();
126     device.getQueue().submit([commandBuffer]);
127 }
128 if (window.testRunner)
129     testRunner.waitUntilDone();
130 window.addEventListener("load", function() {
131     start().then(function() {
132         if (window.testRunner)
133             testRunner.notifyDone();
134     }, function() {
135         if (window.testRunner)
136             testRunner.notifyDone();
137     });
138 });
139 </script>
140 </body>
141 </html>