blob: ed719fbd8aeefb3f4cd57ea75808b7094232adef [file]
<script>
globalThis.testRunner?.waitUntilDone();
const log = console.debug;
const format = 'r32uint';
onload = async () => {
let adapter = await navigator.gpu.requestAdapter({});
let device = await adapter.requestDevice({});
device.pushErrorScope('validation');
let module = device.createShaderModule({
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 pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({bindGroupLayouts: []}),
vertex: {
module,
buffers: [{
arrayStride: 260,
attributes: [{format: 'uint32', offset: 256, shaderLocation: 0}],
}],
},
fragment: {module, targets: [{format}]},
primitive: {topology: 'point-list'},
});
let texture = device.createTexture({format, size: [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);
let vertexBuffer = device.createBuffer({size: 4, usage: GPUBufferUsage.VERTEX});
let laterBuffer = device.createBuffer({size: 4, usage: GPUBufferUsage.QUERY_RESOLVE, mappedAtCreation: true});
new Uint32Array(laterBuffer.getMappedRange())[0] = 1234567890;
laterBuffer.unmap();
renderPassEncoder.setVertexBuffer(0, vertexBuffer);
let indexBuffer = device.createBuffer({usage: GPUBufferUsage.INDEX, size: 2});
renderPassEncoder.setIndexBuffer(indexBuffer, 'uint16');
renderPassEncoder.drawIndexed(1, 1, 0, 0, 0);
renderPassEncoder.end();
let outputBuffer = device.createBuffer({size: 4, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ});
commandEncoder.copyTextureToBuffer({texture}, {buffer: outputBuffer}, {width: 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(error.message);
} else {
log('no validation error');
}
globalThis.testRunner?.notifyDone();
};
</script>