REGRESSION: ( r246394 ) webgpu/whlsl-buffer-fragment.html and webgpu/whlsl-buffer...
[WebKit-https.git] / LayoutTests / webgpu / whlsl-zero-initialize-values.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 thread float* ptr() {
16     float local;
17     return &local;
18 }
19
20 vertex VertexOut vertexShader(float4 position : attribute(0), float shade : attribute(1)) {
21     VertexOut result;
22
23     thread float* p = ptr();
24     *p = 1.0;
25     float value = *ptr(); // calling ptr() zero initializes.
26
27     result.position = position;
28     result.shade = value;
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
38 const canvas = document.getElementById("canvas");
39
40 async function start(device) {
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] = 1.0;
75
76     vertexBuffer0Float32Array[5] = -0.5;
77     vertexBuffer0Float32Array[6] = 0.5;
78     vertexBuffer0Float32Array[7] = 1.0;
79     vertexBuffer0Float32Array[8] = 1.0;
80     vertexBuffer0Float32Array[9] = 1.0;
81
82     vertexBuffer0Float32Array[10] = 0.5;
83     vertexBuffer0Float32Array[11] = -0.5;
84     vertexBuffer0Float32Array[12] = 1.0;
85     vertexBuffer0Float32Array[13] = 1.0;
86     vertexBuffer0Float32Array[14] = 1.0;
87
88     vertexBuffer0Float32Array[15] = 0.5;
89     vertexBuffer0Float32Array[16] = 0.5;
90     vertexBuffer0Float32Array[17] = 1.0;
91     vertexBuffer0Float32Array[18] = 1.0;
92     vertexBuffer0Float32Array[19] = 1.0;
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 context = canvas.getContext("gpu");
108     const swapChainDescriptor = {device, format: "bgra8unorm"};
109     const swapChain = context.configureSwapChain(swapChainDescriptor);
110     const outputTexture = swapChain.getCurrentTexture();
111     const outputTextureView = outputTexture.createDefaultView();
112
113     const commandEncoder = device.createCommandEncoder(); // {}
114     const red = {r: 0, g: 0, b: 1, a: 1};
115     const colorAttachments = [{attachment: outputTextureView, resolveTarget: null, loadOp: "clear", storeOp: "store", clearColor: red}];
116     const depthStencilAttachment = null;
117     const renderPassDescriptor = {colorAttachments, depthStencilAttachment};
118     const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
119     renderPassEncoder.setPipeline(renderPipeline);
120     renderPassEncoder.setBindGroup(0, bindGroup);
121     renderPassEncoder.setVertexBuffers(0, [vertexBuffer0], [0]);
122     renderPassEncoder.draw(4, 1, 0, 0);
123     renderPassEncoder.endPass();
124     const commandBuffer = commandEncoder.finish();
125     device.getQueue().submit([commandBuffer]);
126 }
127
128 if (window.testRunner)
129     testRunner.waitUntilDone();
130 getBasicDevice().then(function(device) {
131     start(device).then(function() {
132         if (window.testRunner)
133             testRunner.notifyDone();
134     }, function() {
135         if (window.testRunner)
136             testRunner.notifyDone();
137     });
138 }, function() {
139     drawBlackSquareOnBlueBackgroundInSoftware(canvas);
140     if (window.testRunner)
141         testRunner.notifyDone();
142 });
143 </script>
144 </body>
145 </html>