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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes"> | ||
<title>WebGPU Simple Triangle with Multisampling</title> | ||
<style> | ||
@import url(resources/webgpu-lesson.css); | ||
html, body { | ||
margin: 0; /* remove the default margin */ | ||
height: 100%; /* make the html,body fill the page */ | ||
} | ||
canvas { | ||
image-rendering: pixelated; | ||
display: block; /* make the canvas act like a block */ | ||
width: 100%; /* make the canvas fill its container */ | ||
height: 100%; | ||
} | ||
</style> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
</body> | ||
<script type="module"> | ||
async function main() { | ||
const adapter = await navigator.gpu?.requestAdapter(); | ||
const device = await adapter?.requestDevice(); | ||
if (!device) { | ||
fail('need a browser that supports WebGPU'); | ||
return; | ||
} | ||
|
||
// Get a WebGPU context from the canvas and configure it | ||
const canvas = document.querySelector('canvas'); | ||
const context = canvas.getContext('webgpu'); | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
context.configure({ | ||
device, | ||
format: presentationFormat, | ||
}); | ||
|
||
const module = device.createShaderModule({ | ||
label: 'our hardcoded red triangle shaders', | ||
code: ` | ||
struct VOut { | ||
@builtin(position) position: vec4f, | ||
@location(0) baryCoord: vec3f, | ||
}; | ||
@vertex fn vs( | ||
@builtin(vertex_index) vertexIndex : u32 | ||
) -> VOut { | ||
let pos = array( | ||
vec2f( 0.0, 0.5), // top center | ||
vec2f(-0.5, -0.5), // bottom left | ||
vec2f( 0.5, -0.5) // bottom right | ||
); | ||
let bary = array( | ||
vec3f(1, 0, 0), | ||
vec3f(0, 1, 0), | ||
vec3f(0, 0, 1), | ||
); | ||
var vout: VOut; | ||
vout.position = vec4f(pos[vertexIndex], 0.0, 1.0); | ||
vout.baryCoord = bary[vertexIndex]; | ||
return vout; | ||
} | ||
@fragment fn fs(vin: VOut) -> @location(0) vec4f { | ||
let inside = all(vin.baryCoord >= vec3f(0)) && all(vin.baryCoord <= vec3f(1)); | ||
let red = vec4f(1, 0, 0, 1); | ||
let yellow = vec4f(1, 1, 0, 1); | ||
return select(yellow, red, inside); | ||
} | ||
`, | ||
}); | ||
|
||
const pipeline = device.createRenderPipeline({ | ||
label: 'our hardcoded red triangle pipeline', | ||
layout: 'auto', | ||
vertex: { | ||
module, | ||
entryPoint: 'vs', | ||
}, | ||
fragment: { | ||
module, | ||
entryPoint: 'fs', | ||
targets: [{ format: presentationFormat }], | ||
}, | ||
multisample: { | ||
count: 4, | ||
}, | ||
}); | ||
|
||
const renderPassDescriptor = { | ||
label: 'our basic canvas renderPass', | ||
colorAttachments: [ | ||
{ | ||
// view: <- to be filled out when we render | ||
clearValue: [0.3, 0.3, 0.3, 1], | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
}; | ||
|
||
let multisampleTexture; | ||
|
||
function render() { | ||
// Get the current texture from the canvas context | ||
const canvasTexture = context.getCurrentTexture(); | ||
|
||
// If the multisample texture doesn't exist or | ||
// is the wrong size then make a new one. | ||
if (!multisampleTexture || | ||
multisampleTexture.width !== canvasTexture.width || | ||
multisampleTexture.height !== canvasTexture.height) { | ||
|
||
// If we have an existing multisample texture destroy it. | ||
if (multisampleTexture) { | ||
multisampleTexture.destroy(); | ||
} | ||
|
||
// Create a new multisample texture that matches our | ||
// canvas's size | ||
multisampleTexture = device.createTexture({ | ||
format: canvasTexture.format, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
size: [canvasTexture.width, canvasTexture.height], | ||
sampleCount: 4, | ||
}); | ||
} | ||
|
||
// Set the multisample texture as the texture to render to | ||
renderPassDescriptor.colorAttachments[0].view = | ||
multisampleTexture.createView(); | ||
// Set the canvas texture as the texture to "resolve" | ||
// the multisample texture to. | ||
renderPassDescriptor.colorAttachments[0].resolveTarget = | ||
canvasTexture.createView(); | ||
|
||
const encoder = device.createCommandEncoder({ label: 'our encoder' }); | ||
const pass = encoder.beginRenderPass(renderPassDescriptor); | ||
pass.setPipeline(pipeline); | ||
pass.draw(3); // call our vertex shader 3 times | ||
pass.end(); | ||
|
||
const commandBuffer = encoder.finish(); | ||
device.queue.submit([commandBuffer]); | ||
} | ||
|
||
const observer = new ResizeObserver(entries => { | ||
for (const entry of entries) { | ||
const canvas = entry.target; | ||
const width = entry.contentBoxSize[0].inlineSize / 16 | 0; | ||
const height = entry.contentBoxSize[0].blockSize / 16 | 0; | ||
canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D)); | ||
canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D)); | ||
// re-render | ||
render(); | ||
} | ||
}); | ||
observer.observe(canvas); | ||
} | ||
|
||
function fail(msg) { | ||
// eslint-disable-next-line no-alert | ||
alert(msg); | ||
} | ||
|
||
main(); | ||
</script> | ||
</html> |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,173 @@ | ||
<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes"> | ||
<title>WebGPU Simple Triangle with Multisampling</title> | ||
<style> | ||
@import url(resources/webgpu-lesson.css); | ||
html, body { | ||
margin: 0; /* remove the default margin */ | ||
height: 100%; /* make the html,body fill the page */ | ||
} | ||
canvas { | ||
image-rendering: pixelated; | ||
display: block; /* make the canvas act like a block */ | ||
width: 100%; /* make the canvas fill its container */ | ||
height: 100%; | ||
} | ||
</style> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
</body> | ||
<script type="module"> | ||
async function main() { | ||
const adapter = await navigator.gpu?.requestAdapter(); | ||
const device = await adapter?.requestDevice(); | ||
if (!device) { | ||
fail('need a browser that supports WebGPU'); | ||
return; | ||
} | ||
|
||
// Get a WebGPU context from the canvas and configure it | ||
const canvas = document.querySelector('canvas'); | ||
const context = canvas.getContext('webgpu'); | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
context.configure({ | ||
device, | ||
format: presentationFormat, | ||
}); | ||
|
||
const module = device.createShaderModule({ | ||
label: 'our hardcoded red triangle shaders', | ||
code: ` | ||
struct VOut { | ||
@builtin(position) position: vec4f, | ||
@location(0) @interpolate(perspective, centroid) | ||
baryCoord: vec3f, | ||
}; | ||
@vertex fn vs( | ||
@builtin(vertex_index) vertexIndex : u32 | ||
) -> VOut { | ||
let pos = array( | ||
vec2f( 0.0, 0.5), // top center | ||
vec2f(-0.5, -0.5), // bottom left | ||
vec2f( 0.5, -0.5) // bottom right | ||
); | ||
let bary = array( | ||
vec3f(1, 0, 0), | ||
vec3f(0, 1, 0), | ||
vec3f(0, 0, 1), | ||
); | ||
var vout: VOut; | ||
vout.position = vec4f(pos[vertexIndex], 0.0, 1.0); | ||
vout.baryCoord = bary[vertexIndex]; | ||
return vout; | ||
} | ||
@fragment fn fs(vin: VOut) -> @location(0) vec4f { | ||
let inside = all(vin.baryCoord >= vec3f(0)) && all(vin.baryCoord <= vec3f(1)); | ||
let red = vec4f(1, 0, 0, 1); | ||
let yellow = vec4f(1, 1, 0, 1); | ||
return select(yellow, red, inside); | ||
} | ||
`, | ||
}); | ||
|
||
const pipeline = device.createRenderPipeline({ | ||
label: 'our hardcoded red triangle pipeline', | ||
layout: 'auto', | ||
vertex: { | ||
module, | ||
entryPoint: 'vs', | ||
}, | ||
fragment: { | ||
module, | ||
entryPoint: 'fs', | ||
targets: [{ format: presentationFormat }], | ||
}, | ||
multisample: { | ||
count: 4, | ||
}, | ||
}); | ||
|
||
const renderPassDescriptor = { | ||
label: 'our basic canvas renderPass', | ||
colorAttachments: [ | ||
{ | ||
// view: <- to be filled out when we render | ||
clearValue: [0.3, 0.3, 0.3, 1], | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
}; | ||
|
||
let multisampleTexture; | ||
|
||
function render() { | ||
// Get the current texture from the canvas context | ||
const canvasTexture = context.getCurrentTexture(); | ||
|
||
// If the multisample texture doesn't exist or | ||
// is the wrong size then make a new one. | ||
if (!multisampleTexture || | ||
multisampleTexture.width !== canvasTexture.width || | ||
multisampleTexture.height !== canvasTexture.height) { | ||
|
||
// If we have an existing multisample texture destroy it. | ||
if (multisampleTexture) { | ||
multisampleTexture.destroy(); | ||
} | ||
|
||
// Create a new multisample texture that matches our | ||
// canvas's size | ||
multisampleTexture = device.createTexture({ | ||
format: canvasTexture.format, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
size: [canvasTexture.width, canvasTexture.height], | ||
sampleCount: 4, | ||
}); | ||
} | ||
|
||
// Set the multisample texture as the texture to render to | ||
renderPassDescriptor.colorAttachments[0].view = | ||
multisampleTexture.createView(); | ||
// Set the canvas texture as the texture to "resolve" | ||
// the multisample texture to. | ||
renderPassDescriptor.colorAttachments[0].resolveTarget = | ||
canvasTexture.createView(); | ||
|
||
const encoder = device.createCommandEncoder({ label: 'our encoder' }); | ||
const pass = encoder.beginRenderPass(renderPassDescriptor); | ||
pass.setPipeline(pipeline); | ||
pass.draw(3); // call our vertex shader 3 times | ||
pass.end(); | ||
|
||
const commandBuffer = encoder.finish(); | ||
device.queue.submit([commandBuffer]); | ||
} | ||
|
||
const observer = new ResizeObserver(entries => { | ||
for (const entry of entries) { | ||
const canvas = entry.target; | ||
const width = entry.contentBoxSize[0].inlineSize / 16 | 0; | ||
const height = entry.contentBoxSize[0].blockSize / 16 | 0; | ||
canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D)); | ||
canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D)); | ||
// re-render | ||
render(); | ||
} | ||
}); | ||
observer.observe(canvas); | ||
} | ||
|
||
function fail(msg) { | ||
// eslint-disable-next-line no-alert | ||
alert(msg); | ||
} | ||
|
||
main(); | ||
</script> | ||
</html> |
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