mirror of
https://github.com/webgpu/webgpufundamentals.git
synced 2026-05-16 04:30:37 -04:00
175 lines
5.0 KiB
HTML
175 lines
5.0 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>WebGPU Multisampling - centroid sampling</title>
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<style>
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@import url(resources/webgpu-lesson.css);
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html, body {
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margin: 0; /* remove the default margin */
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height: 100%; /* make the html,body fill the page */
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}
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canvas {
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image-rendering: pixelated;
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image-rendering: crisp-edges;
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display: block; /* make the canvas act like a block */
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width: 100%; /* make the canvas fill its container */
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height: 100%;
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}
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</style>
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</head>
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<body>
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<canvas></canvas>
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</body>
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<script type="module">
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async function main() {
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const adapter = await navigator.gpu?.requestAdapter();
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const device = await adapter?.requestDevice();
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if (!device) {
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fail('need a browser that supports WebGPU');
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return;
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}
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// Get a WebGPU context from the canvas and configure it
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const canvas = document.querySelector('canvas');
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const context = canvas.getContext('webgpu');
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
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context.configure({
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device,
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format: presentationFormat,
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});
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const module = device.createShaderModule({
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label: 'our hardcoded red triangle shaders',
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code: /* wgsl */ `
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struct VOut {
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@builtin(position) position: vec4f,
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@location(0) @interpolate(perspective, centroid) baryCoord: vec3f,
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};
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@vertex fn vs(
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@builtin(vertex_index) vertexIndex : u32
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) -> VOut {
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let pos = array(
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vec2f( 0.0, 0.5), // top center
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vec2f(-0.5, -0.5), // bottom left
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vec2f( 0.5, -0.5) // bottom right
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);
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let bary = array(
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vec3f(1, 0, 0),
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vec3f(0, 1, 0),
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vec3f(0, 0, 1),
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);
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var vout: VOut;
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vout.position = vec4f(pos[vertexIndex], 0.0, 1.0);
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vout.baryCoord = bary[vertexIndex];
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return vout;
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}
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@fragment fn fs(vin: VOut) -> @location(0) vec4f {
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let allAbove0 = all(vin.baryCoord >= vec3f(0));
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let allBelow1 = all(vin.baryCoord <= vec3f(1));
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let inside = allAbove0 && allBelow1;
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let red = vec4f(1, 0, 0, 1);
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let yellow = vec4f(1, 1, 0, 1);
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return select(yellow, red, inside);
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}
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`,
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});
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const pipeline = device.createRenderPipeline({
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label: 'our hardcoded red triangle pipeline',
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layout: 'auto',
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vertex: {
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module,
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},
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fragment: {
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module,
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targets: [{ format: presentationFormat }],
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},
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multisample: {
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count: 4,
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},
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});
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const renderPassDescriptor = {
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label: 'our basic canvas renderPass',
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colorAttachments: [
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{
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// view: <- to be filled out when we render
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clearValue: [0.3, 0.3, 0.3, 1],
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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};
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let multisampleTexture;
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function render() {
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// Get the current texture from the canvas context
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const canvasTexture = context.getCurrentTexture();
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// If the multisample texture doesn't exist or
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// is the wrong size then make a new one.
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if (!multisampleTexture ||
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multisampleTexture.width !== canvasTexture.width ||
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multisampleTexture.height !== canvasTexture.height) {
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// If we have an existing multisample texture destroy it.
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if (multisampleTexture) {
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multisampleTexture.destroy();
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}
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// Create a new multisample texture that matches our
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// canvas's size
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multisampleTexture = device.createTexture({
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format: canvasTexture.format,
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usage: GPUTextureUsage.RENDER_ATTACHMENT,
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size: [canvasTexture.width, canvasTexture.height],
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sampleCount: 4,
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});
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}
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// Set the multisample texture as the texture to render to
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renderPassDescriptor.colorAttachments[0].view =
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multisampleTexture.createView();
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// Set the canvas texture as the texture to "resolve"
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// the multisample texture to.
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renderPassDescriptor.colorAttachments[0].resolveTarget =
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canvasTexture.createView();
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const encoder = device.createCommandEncoder({ label: 'our encoder' });
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const pass = encoder.beginRenderPass(renderPassDescriptor);
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pass.setPipeline(pipeline);
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pass.draw(3); // call our vertex shader 3 times
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pass.end();
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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}
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const observer = new ResizeObserver(entries => {
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for (const entry of entries) {
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const canvas = entry.target;
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const width = entry.contentBoxSize[0].inlineSize / 16 | 0;
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const height = entry.contentBoxSize[0].blockSize / 16 | 0;
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canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D));
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canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D));
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// re-render
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render();
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}
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});
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observer.observe(canvas);
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}
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function fail(msg) {
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// eslint-disable-next-line no-alert
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alert(msg);
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}
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main();
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</script>
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</html>
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