Created
February 10, 2024 01:07
-
-
Save greggman/769597bf512bb633beb141dba0e46b00 to your computer and use it in GitHub Desktop.
WebGPU Cube (using bindGroupLayout from different layout: 'auto' pipeline doesn't generate validation error - but should!)
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
html, body { margin: 0; height: 100% } | |
canvas { width: 100%; height: 100%; display: block; } | |
#info { | |
position: absolute; | |
left: 0; | |
top: 0; | |
padding: 1em; | |
margin: 1em; | |
background-color: rgba(0, 0, 0, 0.6); | |
color: white; | |
} | |
#fail { | |
position: fixed; | |
left: 0; | |
top: 0; | |
width: 100%; | |
height: 100%; | |
display: flex; | |
justify-content: center; | |
align-items: center; | |
background: red; | |
color: white; | |
font-weight: bold; | |
font-family: monospace; | |
font-size: 16pt; | |
text-align: center; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<canvas></canvas> | |
<div id="info">This cube is being rendered with a bindGroup layout from an different `layout: 'auto'` pipeline. This is supposed to be a validation error</div> | |
<div id="fail" style="display: none"> | |
<div class="content"></div> | |
</div> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// WebGPU Cube | |
// from http://localhost:8080/webgpu/webgpu-cube.html | |
/* global GPUBufferUsage */ | |
/* global GPUTextureUsage */ | |
import {vec3, mat4} from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js'; | |
async function main() { | |
const adapter = await navigator.gpu?.requestAdapter(); | |
const device = await adapter?.requestDevice(); | |
if (!device) { | |
fail('need webgpu'); | |
return; | |
} | |
const canvas = document.querySelector('canvas'); | |
const context = canvas.getContext('webgpu'); | |
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(adapter); | |
const presentationSize = [300, 150]; // default canvas size | |
context.configure({ | |
alphaMode: "opaque", | |
format: presentationFormat, | |
device, | |
}); | |
const canvasInfo = { | |
canvas, | |
context, | |
presentationSize, | |
presentationFormat, | |
// these are filled out in resizeToDisplaySize | |
renderTarget: undefined, | |
renderTargetView: undefined, | |
depthTexture: undefined, | |
depthTextureView: undefined, | |
sampleCount: 4, // can be 1 or 4 | |
}; | |
const [pipeline1, pipeline2] = [0, 1].map(i => { | |
const shaderSrc = ` | |
struct VSUniforms { | |
worldViewProjection: mat4x4<f32>, | |
worldInverseTranspose: mat4x4<f32>, | |
}; | |
@group(0) @binding(0) var<uniform> vsUniforms: VSUniforms; | |
struct MyVSInput { | |
@location(0) position: vec4<f32>, | |
@location(1) normal: vec3<f32>, | |
@location(2) texcoord: vec2<f32>, | |
}; | |
struct MyVSOutput { | |
@builtin(position) position: vec4<f32>, | |
@location(0) normal: vec3<f32>, | |
@location(1) texcoord: vec2<f32>, | |
}; | |
@vertex | |
fn myVSMain(v: MyVSInput) -> MyVSOutput { | |
var vsOut: MyVSOutput; | |
vsOut.position = vsUniforms.worldViewProjection * v.position; | |
vsOut.normal = (vsUniforms.worldInverseTranspose * vec4<f32>(v.normal, 0.0)).xyz; | |
vsOut.texcoord = v.texcoord; | |
return vsOut; | |
} | |
struct FSUniforms { | |
lightDirection: vec3<f32>, | |
}; | |
@group(0) @binding(1) var<uniform> fsUniforms: FSUniforms; | |
@group(0) @binding(2) var diffuseSampler: sampler; | |
@group(0) @binding(3) var diffuseTexture: texture_2d<f32>; | |
@fragment | |
fn myFSMain(v: MyVSOutput) -> @location(0) vec4<f32> { | |
var diffuseColor = textureSample(diffuseTexture, diffuseSampler, v.texcoord + ${i / 100}); // this is not needed to break validation but it's here to show the pipelines are not the same. | |
var a_normal = normalize(v.normal); | |
var l = dot(a_normal, fsUniforms.lightDirection) * 0.5 + 0.5; | |
return vec4<f32>(diffuseColor.rgb * l, diffuseColor.a); | |
} | |
`; | |
const shaderModule = device.createShaderModule({code: shaderSrc}); | |
return device.createRenderPipeline({ | |
layout: 'auto', | |
vertex: { | |
module: shaderModule, | |
entryPoint: 'myVSMain', | |
buffers: [ | |
// position | |
{ | |
arrayStride: 3 * 4, // 3 floats, 4 bytes each | |
attributes: [ | |
{shaderLocation: 0, offset: 0, format: 'float32x3'}, | |
], | |
}, | |
// normals | |
{ | |
arrayStride: 3 * 4, // 3 floats, 4 bytes each | |
attributes: [ | |
{shaderLocation: 1, offset: 0, format: 'float32x3'}, | |
], | |
}, | |
// texcoords | |
{ | |
arrayStride: 2 * 4, // 2 floats, 4 bytes each | |
attributes: [ | |
{shaderLocation: 2, offset: 0, format: 'float32x2',}, | |
], | |
}, | |
], | |
}, | |
fragment: { | |
module: shaderModule, | |
entryPoint: 'myFSMain', | |
targets: [ | |
{format: presentationFormat}, | |
], | |
}, | |
primitive: { | |
topology: 'triangle-list', | |
cullMode: 'back', | |
}, | |
depthStencil: { | |
depthWriteEnabled: true, | |
depthCompare: 'less', | |
format: 'depth24plus', | |
}, | |
...(canvasInfo.sampleCount > 1 && { | |
multisample: { | |
count: canvasInfo.sampleCount, | |
}, | |
}), | |
}); | |
}); | |
const vUniformBufferSize = 2 * 16 * 4; // 2 mat4s * 16 floats per mat * 4 bytes per float | |
const fUniformBufferSize = 3 * 4 + 4; // 1 vec3 * 3 floats per vec3 * 4 bytes per float + pad | |
const vsUniformBuffer = device.createBuffer({ | |
size: vUniformBufferSize, | |
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | |
}); | |
const fsUniformBuffer = device.createBuffer({ | |
size: fUniformBufferSize, | |
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | |
}); | |
const vsUniformValues = new Float32Array(vUniformBufferSize / 4); // 2 mat4s | |
const worldViewProjection = vsUniformValues.subarray(0, 16); | |
const worldInverseTranspose = vsUniformValues.subarray(16, 32); | |
const fsUniformValues = new Float32Array(fUniformBufferSize / 4); // 1 vec3 | |
const lightDirection = fsUniformValues.subarray(0, 3); | |
function createBuffer(device, data, usage) { | |
const buffer = device.createBuffer({ | |
size: data.byteLength, | |
usage, | |
mappedAtCreation: true, | |
}); | |
const dst = new data.constructor(buffer.getMappedRange()); | |
dst.set(data); | |
buffer.unmap(); | |
return buffer; | |
} | |
const positions = new Float32Array([1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1]); | |
const normals = new Float32Array([1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1]); | |
const texcoords = new Float32Array([1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1]); | |
const indices = new Uint16Array([0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23]); | |
const positionBuffer = createBuffer(device, positions, GPUBufferUsage.VERTEX); | |
const normalBuffer = createBuffer(device, normals, GPUBufferUsage.VERTEX); | |
const texcoordBuffer = createBuffer(device, texcoords, GPUBufferUsage.VERTEX); | |
const indicesBuffer = createBuffer(device, indices, GPUBufferUsage.INDEX); | |
const tex = device.createTexture({ | |
size: [2, 2, 1], | |
format: 'rgba8unorm', | |
usage: | |
GPUTextureUsage.TEXTURE_BINDING | | |
GPUTextureUsage.COPY_DST, | |
}); | |
device.queue.writeTexture( | |
{ texture: tex }, | |
new Uint8Array([ | |
255, 255, 128, 255, | |
128, 255, 255, 255, | |
255, 128, 255, 255, | |
255, 128, 128, 255, | |
]), | |
{ bytesPerRow: 8, rowsPerImage: 2 }, | |
{ width: 2, height: 2 }, | |
); | |
const sampler = device.createSampler({ | |
magFilter: 'nearest', | |
minFilter: 'nearest', | |
}); | |
const bindGroup = device.createBindGroup({ | |
layout: pipeline2.getBindGroupLayout(0), | |
entries: [ | |
{ binding: 0, resource: { buffer: vsUniformBuffer } }, | |
{ binding: 1, resource: { buffer: fsUniformBuffer } }, | |
{ binding: 2, resource: sampler }, | |
{ binding: 3, resource: tex.createView() }, | |
], | |
}); | |
const renderPassDescriptor = { | |
colorAttachments: [ | |
{ | |
// view: undefined, // Assigned later | |
// resolveTarget: undefined, // Assigned Later | |
clearValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 }, | |
loadOp: 'clear', | |
storeOp: 'store', | |
}, | |
], | |
depthStencilAttachment: { | |
// view: undefined, // Assigned later | |
depthClearValue: 1.0, | |
depthLoadOp: 'clear', | |
depthStoreOp: 'store', | |
}, | |
}; | |
function resizeToDisplaySize(device, canvasInfo) { | |
const { | |
canvas, | |
context, | |
renderTarget, | |
presentationSize, | |
presentationFormat, | |
depthTexture, | |
sampleCount, | |
} = canvasInfo; | |
const width = Math.min(device.limits.maxTextureDimension2D, canvas.clientWidth); | |
const height = Math.min(device.limits.maxTextureDimension2D, canvas.clientHeight); | |
const needResize = !canvasInfo.renderTarget || | |
width !== presentationSize[0] || | |
height !== presentationSize[1]; | |
if (needResize) { | |
if (renderTarget) { | |
renderTarget.destroy(); | |
} | |
if (depthTexture) { | |
depthTexture.destroy(); | |
} | |
canvas.width = width; | |
canvas.height = height; | |
presentationSize[0] = width; | |
presentationSize[1] = height; | |
if (sampleCount > 1) { | |
const newRenderTarget = device.createTexture({ | |
size: presentationSize, | |
format: presentationFormat, | |
sampleCount, | |
usage: GPUTextureUsage.RENDER_ATTACHMENT, | |
}); | |
canvasInfo.renderTarget = newRenderTarget; | |
canvasInfo.renderTargetView = newRenderTarget.createView(); | |
} | |
const newDepthTexture = device.createTexture({ | |
size: presentationSize, | |
format: 'depth24plus', | |
sampleCount, | |
usage: GPUTextureUsage.RENDER_ATTACHMENT, | |
}); | |
canvasInfo.depthTexture = newDepthTexture; | |
canvasInfo.depthTextureView = newDepthTexture.createView(); | |
} | |
return needResize; | |
} | |
let frameCount = 0; | |
function render(time) { | |
time *= 0.001; | |
++frameCount; | |
resizeToDisplaySize(device, canvasInfo); | |
const projection = mat4.perspective(30 * Math.PI / 180, canvas.clientWidth / canvas.clientHeight, 0.5, 10); | |
const eye = [1, 4, -6]; | |
const target = [0, 0, 0]; | |
const up = [0, 1, 0]; | |
const view = mat4.lookAt(eye, target, up); | |
const viewProjection = mat4.multiply(projection, view); | |
const world = mat4.rotationY(time); | |
mat4.transpose(mat4.inverse(world), worldInverseTranspose); | |
mat4.multiply(viewProjection, world, worldViewProjection); | |
vec3.normalize([1, 8, -10], lightDirection); | |
device.queue.writeBuffer(vsUniformBuffer, 0, vsUniformValues); | |
device.queue.writeBuffer(fsUniformBuffer, 0, fsUniformValues); | |
if (canvasInfo.sampleCount === 1) { | |
const colorTexture = context.getCurrentTexture(); | |
renderPassDescriptor.colorAttachments[0].view = colorTexture.createView(); | |
} else { | |
renderPassDescriptor.colorAttachments[0].view = canvasInfo.renderTargetView; | |
renderPassDescriptor.colorAttachments[0].resolveTarget = context.getCurrentTexture().createView(); | |
} | |
renderPassDescriptor.depthStencilAttachment.view = canvasInfo.depthTextureView; | |
const commandEncoder = device.createCommandEncoder(); | |
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); | |
passEncoder.setPipeline(frameCount & 1 ? pipeline1 : pipeline2); | |
passEncoder.setBindGroup(0, bindGroup); | |
passEncoder.setVertexBuffer(0, positionBuffer); | |
passEncoder.setVertexBuffer(1, normalBuffer); | |
passEncoder.setVertexBuffer(2, texcoordBuffer); | |
passEncoder.setIndexBuffer(indicesBuffer, 'uint16'); | |
passEncoder.drawIndexed(indices.length); | |
passEncoder.end(); | |
device.queue.submit([commandEncoder.finish()]); | |
requestAnimationFrame(render); | |
} | |
requestAnimationFrame(render); | |
} | |
function fail(msg) { | |
const elem = document.querySelector('#fail'); | |
const contentElem = elem.querySelector('.content'); | |
elem.style.display = ''; | |
contentElem.textContent = msg; | |
} | |
main(); | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{"name":"WebGPU Cube (using bindGroupLayout from different layout: 'auto' pipeline doesn't generate validation error - but should!)","settings":{},"filenames":["index.html","index.css","index.js"]} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment