File: draw.html

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<!doctype html>
<html class="reftest-wait">
  <head>
    <meta charset="utf-8" />
  </head>
  <body>
    <canvas id="canvas" width=512 height=512></canvas>
  </body>
  <script>
    (async function() {
      try {
        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',
            },
        });

        const textureView = context.getCurrentTexture().createView();
        const renderPassDescriptor = {
            colorAttachments: [
                {
                    view: textureView,
                    clearValue: [0, 0, 0, 1],
                    loadOp: 'clear',
                    storeOp: 'store',
                },
            ],
        };
        const commandEncoder = device.createCommandEncoder();
        const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
        passEncoder.setPipeline(pipeline);
        passEncoder.draw(3);
        passEncoder.end();
        device.queue.submit([commandEncoder.finish()]);
        await device.queue.onSubmittedWorkDone();
        requestAnimationFrame(() => {
          requestAnimationFrame(() => document.documentElement.className = '');
        });
      } catch (error) {
        console.error(error);
        document.getElementById('canvas').style.display = 'none';
        document.body.append(error.toString());
        document.documentElement.className = '';
      }
    })();
  </script>
</html>