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/**
* AUTO-GENERATED - DO NOT EDIT. Source: https://github.com/gpuweb/cts
**/import { unreachable } from '../../../../../common/util/util.js';import { GPUTest } from '../../../../gpu_test.js';
export class ProgrammableStateTest extends GPUTest {
commonBindGroupLayouts = new Map();
getBindGroupLayout(type) {
if (!this.commonBindGroupLayouts.has(type)) {
this.commonBindGroupLayouts.set(
type,
this.device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE | GPUShaderStage.FRAGMENT,
buffer: { type }
}]
})
);
}
return this.commonBindGroupLayouts.get(type);
}
getBindGroupLayouts(indices) {
const bindGroupLayouts = [];
bindGroupLayouts[indices.a] = this.getBindGroupLayout('read-only-storage');
bindGroupLayouts[indices.b] = this.getBindGroupLayout('read-only-storage');
bindGroupLayouts[indices.out] = this.getBindGroupLayout('storage');
return bindGroupLayouts;
}
createBindGroup(buffer, type) {
return this.device.createBindGroup({
layout: this.getBindGroupLayout(type),
entries: [{ binding: 0, resource: { buffer } }]
});
}
setBindGroup(
encoder,
index,
factory)
{
encoder.setBindGroup(index, factory(index));
}
// Create a compute pipeline that performs an operation on data from two bind groups,
// then writes the result to a third bind group.
createBindingStatePipeline(
encoderType,
groups,
algorithm = 'a.value - b.value')
{
switch (encoderType) {
case 'compute pass':{
const wgsl = `struct Data {
value : i32
};
@group(${groups.a}) @binding(0) var<storage> a : Data;
@group(${groups.b}) @binding(0) var<storage> b : Data;
@group(${groups.out}) @binding(0) var<storage, read_write> out : Data;
@compute @workgroup_size(1) fn main() {
out.value = ${algorithm};
return;
}
`;
return this.device.createComputePipeline({
layout: this.device.createPipelineLayout({
bindGroupLayouts: this.getBindGroupLayouts(groups)
}),
compute: {
module: this.device.createShaderModule({
code: wgsl
}),
entryPoint: 'main'
}
});
}
case 'render pass':
case 'render bundle':{
const wgslShaders = {
vertex: `
@vertex fn vert_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.0, 1.0);
}
`,
fragment: `
struct Data {
value : i32
};
@group(${groups.a}) @binding(0) var<storage> a : Data;
@group(${groups.b}) @binding(0) var<storage> b : Data;
@group(${groups.out}) @binding(0) var<storage, read_write> out : Data;
@fragment fn frag_main() -> @location(0) vec4<f32> {
out.value = ${algorithm};
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
`
};
return this.device.createRenderPipeline({
layout: this.device.createPipelineLayout({
bindGroupLayouts: this.getBindGroupLayouts(groups)
}),
vertex: {
module: this.device.createShaderModule({
code: wgslShaders.vertex
}),
entryPoint: 'vert_main'
},
fragment: {
module: this.device.createShaderModule({
code: wgslShaders.fragment
}),
entryPoint: 'frag_main',
targets: [{ format: 'rgba8unorm' }]
},
primitive: { topology: 'point-list' }
});
}
default:
unreachable();
}
}
setPipeline(pass, pipeline) {
if (pass instanceof GPUComputePassEncoder) {
pass.setPipeline(pipeline);
} else if (pass instanceof GPURenderPassEncoder || pass instanceof GPURenderBundleEncoder) {
pass.setPipeline(pipeline);
}
}
dispatchOrDraw(pass) {
if (pass instanceof GPUComputePassEncoder) {
pass.dispatchWorkgroups(1);
} else if (pass instanceof GPURenderPassEncoder) {
pass.draw(1);
} else if (pass instanceof GPURenderBundleEncoder) {
pass.draw(1);
}
}
}
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