| <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 code = ` |
| @vertex |
| fn v() -> @builtin(position) vec4f { |
| return vec4(); |
| } |
| |
| @fragment |
| fn f() -> @location(0) vec4f { |
| return vec4(); |
| } |
| `; |
| let module = device.createShaderModule({code}); |
| let pipeline = device.createRenderPipeline({ |
| layout: device.createPipelineLayout({bindGroupLayouts: []}), |
| vertex: { |
| module, |
| buffers: [], |
| }, |
| fragment: {module, targets: [{format: 'bgra8unorm'}]}, |
| primitive: {topology: 'point-list'}, |
| }); |
| |
| let texture = device.createTexture({format: 'bgra8unorm', size: [1], usage: GPUTextureUsage.RENDER_ATTACHMENT}); |
| let commandEncoder = device.createCommandEncoder(); |
| let view = texture.createView(); |
| let renderPassEncoder = commandEncoder.beginRenderPass({ |
| colorAttachments: [{ |
| view, |
| clearValue: [0, 0, 0, 0], |
| loadOp: 'clear', storeOp: 'store', |
| }], |
| }); |
| await 0; |
| GCController.collect(); |
| renderPassEncoder.setPipeline(pipeline); |
| renderPassEncoder.draw(1); |
| renderPassEncoder.end(); |
| device.queue.submit([commandEncoder.finish()]); |
| await device.queue.onSubmittedWorkDone(); |
| let error = await device.popErrorScope(); |
| if (error) { |
| log('validation error'); |
| log(error.message); |
| } else { |
| log('no validation error'); |
| } |
| globalThis.testRunner?.notifyDone(); |
| }; |
| </script> |