blob: dcdc5a249ececc1e4043c387f42611f5b2021bb3 [file]
<script>
globalThis.testRunner?.waitUntilDone();
const log = console.debug;
const format = 'bgra8unorm';
onload = async () => {
let adapter = await navigator.gpu.requestAdapter({});
let device = await adapter.requestDevice({});
device.pushErrorScope('validation');
let module = device.createShaderModule({
code: `
@vertex
fn v(@location(0) fromVertexBuffer: f32) -> @builtin(position) vec4f {
return vec4(fromVertexBuffer);
}
@fragment
fn f() -> @location(0) vec4f {
return vec4();
}
`,
});
let pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({bindGroupLayouts: []}),
vertex: {
module,
},
fragment: {module, targets: [{format}]},
primitive: {topology: 'point-list'},
});
let texture = device.createTexture({format, size: [1, 1, 1], usage: GPUTextureUsage.RENDER_ATTACHMENT});
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});
renderPassEncoder.setVertexBuffer(0, vertexBuffer);
let indexBuffer = device.createBuffer({usage: GPUBufferUsage.INDEX, size: 16});
renderPassEncoder.setIndexBuffer(indexBuffer, 'uint32');
renderPassEncoder.drawIndexed(1, 1, 0, 1, 0);
renderPassEncoder.end();
device.queue.submit([commandEncoder.finish()]);
await device.queue.onSubmittedWorkDone();
let error = await device.popErrorScope();
if (error) {
log(error.message);
} else {
log('no validation error');
}
globalThis.testRunner?.notifyDone();
};
</script>