blob: 79c0be9e0c1172b4c5d01732753e565ae9a66b70 [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');
const format = 'bgra8unorm';
let texture = device.createTexture({format, size: [1, 1, 1], usage: GPUTextureUsage.RENDER_ATTACHMENT});
let textureView = texture.createView();
let commandEncoder = device.createCommandEncoder();
let module = device.createShaderModule({
code: `
@group(0) @binding(0) var<uniform> uniform0: array<vec4f, (1<<27)>;
@vertex
fn v() -> @builtin(position) vec4f {
return vec4();
}
@fragment
fn f() -> @location(0) vec4f {
return uniform0[10101];
}
`,
});
let bindGroupLayout = device.createBindGroupLayout({
entries: [{binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: {}}],
});
let pipelineLayout = device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]});
let renderPipeline = device.createRenderPipeline({
layout: pipelineLayout,
vertex: {module, buffers: []},
fragment: {module, targets: [{format}]},
primitive: {topology: 'point-list'},
});
let uniformBuffer = device.createBuffer({size: 4, usage: GPUBufferUsage.UNIFORM});
let bindGroup0 = device.createBindGroup({
layout: bindGroupLayout,
entries: [{binding: 0, resource: {buffer: uniformBuffer}}],
});
let renderPassEncoder0 = commandEncoder.beginRenderPass({
colorAttachments: [{view: textureView, loadOp: 'clear', storeOp: 'store'}],
});
renderPassEncoder0.setPipeline(renderPipeline);
renderPassEncoder0.setBindGroup(0, bindGroup0);
renderPassEncoder0.draw(1);
renderPassEncoder0.end();
let commandBuffer = commandEncoder.finish();
device.queue.submit([commandBuffer]);
await device.queue.onSubmittedWorkDone();
let error = await device.popErrorScope();
if (error) {
log(error.message);
} else {
log(`no validation error`);
}
globalThis.testRunner?.notifyDone();
};
</script>