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Add 2 more example to constants to entry points are indpendent. (#169)
I'm not sure where to put this basic fact that entry points are independent. Maybe it belongs in its own article about shader modules and pipelines as the 2nd article after fundamentals? It feels mostly like trivia to me ... until it's not.
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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 Canvas CSS</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 { | ||
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 vertexModule = device.createShaderModule({ | ||
code: ` | ||
struct VOut { | ||
@builtin(position) pos: vec4f, | ||
@location(0) color: vec4f, | ||
} | ||
@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 | ||
); | ||
return VOut( | ||
vec4f(pos[vertexIndex], 0.0, 1.0), | ||
vec4f(red, green, blue, 1), | ||
); | ||
} | ||
override red = 0.0; | ||
override green = 0.0; | ||
override blue = 0.0; | ||
`, | ||
}); | ||
|
||
const fragmentModule = device.createShaderModule({ | ||
code: ` | ||
struct VOut { | ||
@builtin(position) pos: vec4f, | ||
@location(0) color: vec4f, | ||
} | ||
override red = 0.0; | ||
override green = 0.0; | ||
override blue = 0.0; | ||
@fragment fn fs(v: VOut) -> @location(0) vec4f { | ||
let colorFromVertexShader = v.color; | ||
let colorFromFragmentShader = vec4f(red, green, blue, 1.0); | ||
// select one color or the other every 50 pixels | ||
return select( | ||
colorFromVertexShader, | ||
colorFromFragmentShader, | ||
v.pos.x % 100.0 > 50.0); | ||
} | ||
`, | ||
}); | ||
|
||
const pipeline = device.createRenderPipeline({ | ||
label: 'our hardcoded triangle pipeline', | ||
layout: 'auto', | ||
vertex: { | ||
module: vertexModule, | ||
constants: { | ||
red: 1, | ||
green: 1, | ||
blue: 0, | ||
}, | ||
}, | ||
fragment: { | ||
module: fragmentModule, | ||
targets: [{ format: presentationFormat }], | ||
constants: { | ||
red: 1, | ||
green: 0.5, | ||
blue: 1, | ||
}, | ||
}, | ||
}); | ||
|
||
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', | ||
}, | ||
], | ||
}; | ||
|
||
function render() { | ||
// Get the current texture from the canvas context and | ||
// set it as the texture to render to. | ||
renderPassDescriptor.colorAttachments[0].view = | ||
context.getCurrentTexture().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(); | ||
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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; | ||
const height = entry.contentBoxSize[0].blockSize; | ||
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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