blob: ce7977c7d8fd5ca5c29ee3cf64c534979501b19f [file]
<script>
globalThis.testRunner?.waitUntilDone();
const log = console.debug;
onload = async () => {
let adapter = await navigator.gpu.requestAdapter({});
let device = await adapter.requestDevice({});
device.pushErrorScope('validation');
let earlierBuffer = device.createBuffer({size: 256, usage: GPUBufferUsage.UNIFORM, mappedAtCreation: true});
let earlierU32 = new Uint32Array(earlierBuffer.getMappedRange());
earlierU32.fill(123456789);
earlierBuffer.unmap();
let vertexBuffer = device.createBuffer({size: 0, usage: GPUBufferUsage.VERTEX});
let code = `
struct VertexOutput {
@builtin(position) position : vec4f,
@location(0) @interpolate(flat) something: u32,
}
@vertex
fn v(@location(0) fromVertexBuffer: u32) -> VertexOutput {
var v = VertexOutput();
v.something = fromVertexBuffer;
return v;
}
@fragment
fn f(@location(0) @interpolate(flat) something: u32) -> @location(0) u32 {
return something;
}
`;
let module = device.createShaderModule({code});
let pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({bindGroupLayouts: []}),
vertex: {
module,
buffers: [{
arrayStride: earlierBuffer.size,
stepMode: 'instance',
attributes: [{format: 'uint32', offset: 0, shaderLocation: 0}],
}],
},
fragment: {module, targets: [{format: 'r32uint'}]},
primitive: {topology: 'point-list'},
});
let texture = device.createTexture({format: 'r32uint', size: [1, 1, 1], usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC});
let renderPassDescriptor = {
colorAttachments: [{
view: texture.createView(),
clearValue: [0, 0, 0, 0],
loadOp: 'clear', storeOp: 'store',
}],
};
let commandEncoder = device.createCommandEncoder();
let renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPassEncoder.setPipeline(pipeline);
renderPassEncoder.setVertexBuffer(0, vertexBuffer);
let indexBuffer = device.createBuffer({usage: GPUBufferUsage.INDEX, size: 4});
renderPassEncoder.setIndexBuffer(indexBuffer, 'uint32');
renderPassEncoder.drawIndexed(1, 1, 0, 0, 2 ** 32 - 1);
renderPassEncoder.end();
let outputBuffer = device.createBuffer({size: 4, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ});
commandEncoder.copyTextureToBuffer({texture}, {buffer: outputBuffer}, {width: 1, height: 1, depthOrArrayLayers: 1});
device.queue.submit([commandEncoder.finish()]);
await device.queue.onSubmittedWorkDone();
await outputBuffer.mapAsync(GPUMapMode.READ);
let outputU32 = new Uint32Array(outputBuffer.getMappedRange());
log(outputU32);
outputBuffer.unmap();
let error = await device.popErrorScope();
if (error) {
log('validation error');
log(error.message);
} else {
log('no validation error');
}
globalThis.testRunner?.notifyDone();
};
</script>