File: test_submit_render_multiple.html

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<!doctype html>
<html>
  <head>
    <meta charset="utf-8" />
    <script src="/tests/SimpleTest/SimpleTest.js"></script>
    <link rel="stylesheet" href="/tests/SimpleTest/test.css" />
  </head>
  <body>
    <canvas width=500 height=500></canvas>
  </body>
  <script>
    ok(
      SpecialPowers.getBoolPref("dom.webgpu.enabled"),
      "Pref should be enabled."
    );

    async function body() {
        var triangleVertWGSL = `@vertex
        fn main(
          @builtin(vertex_index) VertexIndex : u32
        ) -> @builtin(position) vec4f {
          var pos = array<vec2f, 3>(
            vec2(0.0, 0.5),
            vec2(-0.5, -0.5),
            vec2(0.5, -0.5)
          );

          return vec4f(pos[VertexIndex], 0.0, 1.0);
        }
        `;

        var redFragWGSL = `@fragment
        fn main() -> @location(0) vec4f {
          return vec4(1.0, 0.0, 0.0, 1.0);
        }`;

        const canvas = document.querySelector('canvas');
        const adapter = await navigator.gpu?.requestAdapter({ });
        const device = await adapter?.requestDevice();
        const context = canvas.getContext('webgpu');
        const devicePixelRatio = window.devicePixelRatio;
        canvas.width = canvas.clientWidth * devicePixelRatio;
        canvas.height = canvas.clientHeight * devicePixelRatio;
        const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
        context.configure({
            device,
            format: presentationFormat,
        });
        const pipeline = device.createRenderPipeline({
            layout: 'auto',
            vertex: {
                module: device.createShaderModule({
                    code: triangleVertWGSL,
                }),
            },
            fragment: {
                module: device.createShaderModule({
                    code: redFragWGSL,
                }),
                targets: [
                    {
                        format: presentationFormat,
                    },
                ],
            },
            primitive: {
                topology: 'triangle-list',
            },
        });

        function frame() {
            const textureView = context.getCurrentTexture().createView();
            const renderPassDescriptor = {
                colorAttachments: [
                    {
                        view: textureView,
                        clearValue: [0, 0, 0, 0], // Clear to transparent
                        loadOp: 'clear',
                        storeOp: 'store',
                    },
                ],
            };
            function make_cmd() {
                const commandEncoder = device.createCommandEncoder();
                const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
                passEncoder.setPipeline(pipeline);
                passEncoder.draw(3);
                passEncoder.end();
                return commandEncoder.finish();
            }
            device.queue.submit([make_cmd(), make_cmd()]);
        }
        requestAnimationFrame(frame);
    }

    SimpleTest.waitForExplicitFinish();
    body()
      .catch(e => ok(false, "Unhandled exception " + e))
      .finally(() => SimpleTest.finish());
  </script>
</html>