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main.js
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/// <reference types="@webgpu/types" />
/** @type {HTMLCanvasElement} */
const canvas = document.getElementById("canvas")
/** @type {GPUCanvasContext} */
const context = canvas.getContext('webgpu')
const init = async () => {
const adapter = await navigator.gpu?.requestAdapter()
const device = await adapter?.requestDevice()
if (!device) {
console.error("Initialisation Failed!!!")
}
context.configure({
device: device,
format: navigator.gpu.getPreferredCanvasFormat(),
alphaMode: 'premultiplied'
})
const shaderModule = device.createShaderModule({
label: 'My very First Triangle(WebGPU) Shader',
code: `
@vertex fn vs(@builtin(vertex_index) vertexIndex :u32) -> @builtin(position ) vec4f{
let vertices = array(
vec2f(0.0,1.0),
vec2f(-1.0,-1.0),
vec2f(1.0,-1.0)
);
return vec4f(vertices[vertexIndex],0.0,1.0);
}
@fragment fn fs() -> @location(0) vec4f{
return vec4f(1.0,0.5,0.5,1.0);
}
`
})
const renderPipeline = device.createRenderPipeline({
label: 'My very First Triangle(WebGPU) Render Pipeline',
layout: 'auto',
vertex: {
entryPoint: 'vs',
module: shaderModule,
},
fragment: {
entryPoint: 'fs',
module: shaderModule,
targets: [{
format: navigator.gpu.getPreferredCanvasFormat()
}]
}
})
/** @type {GPURenderPassDescriptor} */
const renderPassDescriptor = {
label: 'My very First Triangle(WebGPU) Render Pass Descriptor',
colorAttachments: [{
clearValue: [0.3, 0.3, 0.3, 1.0],
loadOp: 'load',
storeOp: 'store'
}]
}
const render = () => {
renderPassDescriptor.colorAttachments[0].view = context.getCurrentTexture().createView()
const encoder = device.createCommandEncoder({
label: 'My very First Triangle(WebGPU) Command Encoder',
})
const pass = encoder.beginRenderPass(renderPassDescriptor)
pass.setPipeline(renderPipeline)
pass.draw(3)
pass.end()
const commandBuffer = encoder.finish()
device.queue.submit([commandBuffer])
}
render()
}
init()