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| 1 | +/** |
| 2 | + * @title Render triangle to a window with WebGPU |
| 3 | + * @difficulty intermediate |
| 4 | + * @tags cli |
| 5 | + * @run --unstable-webgpu <url> |
| 6 | + * @resource {https://github.com/denoland/webgpu-examples} More WebGPU examples |
| 7 | + * @resource {https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API} WebGPU API documentation |
| 8 | + * @resource {https://webgpufundamentals.org/webgpu/lessons/webgpu-fundamentals.html} WebGPU fundamentals |
| 9 | + * @group Unstable APIs |
| 10 | + */ |
| 11 | + |
| 12 | +// Import resources from https://github.com/denoland/webgpu-examples/blob/main/utils.ts |
| 13 | +// and Deno Standard Library's WebGPU module |
| 14 | +import { copyToBuffer, createPng, Dimensions } from "../utils.ts"; |
| 15 | +import { createCapture } from "@jsr:std/[email protected]"; |
| 16 | + |
| 17 | +const dimensions: Dimensions = { |
| 18 | + width: 200, |
| 19 | + height: 200, |
| 20 | +}; |
| 21 | +const adapter = await navigator.gpu.requestAdapter(); |
| 22 | +const device = await adapter?.requestDevice(); |
| 23 | + |
| 24 | +if (!device) { |
| 25 | + console.error("no suitable adapter found"); |
| 26 | + Deno.exit(0); |
| 27 | +} |
| 28 | + |
| 29 | +// Define the vertex and fragment shaders that generate |
| 30 | +// the triangle using WebGPU Shading Language (WGSL) |
| 31 | +const shaderCode = ` |
| 32 | +@vertex |
| 33 | +fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> { |
| 34 | + let x = f32(i32(in_vertex_index) - 1); |
| 35 | + let y = f32(i32(in_vertex_index & 1u) * 2 - 1); |
| 36 | + return vec4<f32>(x, y, 0.0, 1.0); |
| 37 | +} |
| 38 | +
|
| 39 | +@fragment |
| 40 | +fn fs_main() -> @location(0) vec4<f32> { |
| 41 | + return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| 42 | +} |
| 43 | +`; |
| 44 | + |
| 45 | +// Creating a compiled shader module on GPU |
| 46 | +const shaderModule = device.createShaderModule({ |
| 47 | + code: shaderCode, |
| 48 | +}); |
| 49 | + |
| 50 | +// Define pipelines for executing shader modules |
| 51 | +const pipelineLayout = device.createPipelineLayout({ |
| 52 | + bindGroupLayouts: [], |
| 53 | +}); |
| 54 | +const renderPipeline = device.createRenderPipeline({ |
| 55 | + layout: pipelineLayout, |
| 56 | + vertex: { |
| 57 | + module: shaderModule, |
| 58 | + entryPoint: "vs_main", |
| 59 | + }, |
| 60 | + fragment: { |
| 61 | + module: shaderModule, |
| 62 | + entryPoint: "fs_main", |
| 63 | + targets: [ |
| 64 | + { |
| 65 | + format: "rgba8unorm-srgb", |
| 66 | + }, |
| 67 | + ], |
| 68 | + }, |
| 69 | +}); |
| 70 | + |
| 71 | +// Create a texture and buffer to use as a capture |
| 72 | +const { texture, outputBuffer } = createCapture( |
| 73 | + device, |
| 74 | + dimensions.width, |
| 75 | + dimensions.height, |
| 76 | +); |
| 77 | + |
| 78 | +// Create command encoder, which will encode commands |
| 79 | +// into command buffer, and render commands |
| 80 | +const encoder = device.createCommandEncoder(); |
| 81 | +const renderPass = encoder.beginRenderPass({ |
| 82 | + colorAttachments: [ |
| 83 | + { |
| 84 | + view: texture.createView(), |
| 85 | + storeOp: "store", |
| 86 | + loadOp: "clear", |
| 87 | + clearValue: [0, 1, 0, 1], |
| 88 | + }, |
| 89 | + ], |
| 90 | +}); |
| 91 | +renderPass.setPipeline(renderPipeline); |
| 92 | +renderPass.draw(3, 1); |
| 93 | +renderPass.end(); |
| 94 | + |
| 95 | +// Copy all to buffer |
| 96 | +copyToBuffer(encoder, texture, outputBuffer, dimensions); |
| 97 | + |
| 98 | +// Submit buffer to have WebGPU execute commands |
| 99 | +device.queue.submit([encoder.finish()]); |
| 100 | + |
| 101 | +// Create the png from the output buffer and defined dimensions |
| 102 | +await createPng(outputBuffer, dimensions); |
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