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Co-authored-by: Luca Casonato <[email protected]>
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Original file line number | Diff line number | Diff line change |
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// TODO(lucacasonato): remove when GPUBufferUsage and friends are added to dlint | ||
// deno-lint-ignore-file no-undef | ||
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import { assert, assertEquals, unitTest } from "./test_util.ts"; | ||
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let isCI: boolean; | ||
try { | ||
isCI = (Deno.env.get("CI")?.length ?? 0) > 0; | ||
} catch { | ||
isCI = true; | ||
} | ||
|
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// Skip this test on linux CI, because the vulkan emulator is not good enough | ||
// yet, and skip on macOS because these do not have virtual GPUs. | ||
unitTest({ | ||
perms: { read: true, env: true }, | ||
ignore: (Deno.build.os === "linux" || Deno.build.os === "darwin") && isCI, | ||
}, async function webgpuComputePass() { | ||
const adapter = await navigator.gpu.requestAdapter(); | ||
assert(adapter); | ||
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const numbers = [1, 4, 3, 295]; | ||
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const device = await adapter.requestDevice(); | ||
assert(device); | ||
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const shaderCode = await Deno.readTextFile( | ||
"cli/tests/webgpu_computepass_shader.wgsl", | ||
); | ||
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const shaderModule = device.createShaderModule({ | ||
code: shaderCode, | ||
}); | ||
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const size = new Uint32Array(numbers).byteLength; | ||
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const stagingBuffer = device.createBuffer({ | ||
size: size, | ||
usage: 1 | 8, | ||
}); | ||
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const storageBuffer = device.createBuffer({ | ||
label: "Storage Buffer", | ||
size: size, | ||
usage: 0x80 | 8 | 4, | ||
mappedAtCreation: true, | ||
}); | ||
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const buf = new Uint32Array(storageBuffer.getMappedRange()); | ||
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buf.set(numbers); | ||
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storageBuffer.unmap(); | ||
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const bindGroupLayout = device.createBindGroupLayout({ | ||
entries: [ | ||
{ | ||
binding: 0, | ||
visibility: 4, | ||
buffer: { | ||
type: "storage", | ||
minBindingSize: 4, | ||
}, | ||
}, | ||
], | ||
}); | ||
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const bindGroup = device.createBindGroup({ | ||
layout: bindGroupLayout, | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer: storageBuffer, | ||
}, | ||
}, | ||
], | ||
}); | ||
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const pipelineLayout = device.createPipelineLayout({ | ||
bindGroupLayouts: [bindGroupLayout], | ||
}); | ||
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const computePipeline = device.createComputePipeline({ | ||
layout: pipelineLayout, | ||
compute: { | ||
module: shaderModule, | ||
entryPoint: "main", | ||
}, | ||
}); | ||
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const encoder = device.createCommandEncoder(); | ||
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const computePass = encoder.beginComputePass(); | ||
computePass.setPipeline(computePipeline); | ||
computePass.setBindGroup(0, bindGroup); | ||
computePass.insertDebugMarker("compute collatz iterations"); | ||
computePass.dispatch(numbers.length); | ||
computePass.endPass(); | ||
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encoder.copyBufferToBuffer(storageBuffer, 0, stagingBuffer, 0, size); | ||
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device.queue.submit([encoder.finish()]); | ||
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await stagingBuffer.mapAsync(1); | ||
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const data = stagingBuffer.getMappedRange(); | ||
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assertEquals(new Uint32Array(data), new Uint32Array([0, 2, 7, 55])); | ||
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stagingBuffer.unmap(); | ||
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device.destroy(); | ||
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// TODO(lucacasonato): webgpu spec should add a explicit destroy method for | ||
// adapters. | ||
const resources = Object.keys(Deno.resources()); | ||
Deno.close(Number(resources[resources.length - 1])); | ||
}); | ||
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// Skip this test on linux CI, because the vulkan emulator is not good enough | ||
// yet, and skip on macOS because these do not have virtual GPUs. | ||
unitTest({ | ||
perms: { read: true, env: true }, | ||
ignore: (Deno.build.os === "linux" || Deno.build.os === "darwin") && isCI, | ||
}, async function webgpuHelloTriangle() { | ||
const adapter = await navigator.gpu.requestAdapter(); | ||
assert(adapter); | ||
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const device = await adapter.requestDevice(); | ||
assert(device); | ||
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const shaderCode = await Deno.readTextFile( | ||
"cli/tests/webgpu_hellotriangle_shader.wgsl", | ||
); | ||
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const shaderModule = device.createShaderModule({ | ||
code: shaderCode, | ||
}); | ||
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const pipelineLayout = device.createPipelineLayout({ | ||
bindGroupLayouts: [], | ||
}); | ||
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const renderPipeline = device.createRenderPipeline({ | ||
layout: pipelineLayout, | ||
vertex: { | ||
module: shaderModule, | ||
entryPoint: "vs_main", | ||
}, | ||
fragment: { | ||
module: shaderModule, | ||
entryPoint: "fs_main", | ||
targets: [ | ||
{ | ||
format: "rgba8unorm-srgb", | ||
}, | ||
], | ||
}, | ||
}); | ||
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const dimensions = { | ||
width: 200, | ||
height: 200, | ||
}; | ||
const unpaddedBytesPerRow = dimensions.width * 4; | ||
const align = 256; | ||
const paddedBytesPerRowPadding = (align - unpaddedBytesPerRow % align) % | ||
align; | ||
const paddedBytesPerRow = unpaddedBytesPerRow + paddedBytesPerRowPadding; | ||
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const outputBuffer = device.createBuffer({ | ||
label: "Capture", | ||
size: paddedBytesPerRow * dimensions.height, | ||
usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST, | ||
}); | ||
const texture = device.createTexture({ | ||
label: "Capture", | ||
size: dimensions, | ||
format: "rgba8unorm-srgb", | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC, | ||
}); | ||
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const encoder = device.createCommandEncoder(); | ||
const renderPass = encoder.beginRenderPass({ | ||
colorAttachments: [ | ||
{ | ||
view: texture.createView(), | ||
storeOp: "store", | ||
loadValue: [0, 1, 0, 1], | ||
}, | ||
], | ||
}); | ||
renderPass.setPipeline(renderPipeline); | ||
renderPass.draw(3, 1); | ||
renderPass.endPass(); | ||
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encoder.copyTextureToBuffer( | ||
{ | ||
texture, | ||
}, | ||
{ | ||
buffer: outputBuffer, | ||
bytesPerRow: paddedBytesPerRow, | ||
rowsPerImage: 0, | ||
}, | ||
dimensions, | ||
); | ||
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device.queue.submit([encoder.finish()]); | ||
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await outputBuffer.mapAsync(1); | ||
const data = new Uint8Array(outputBuffer.getMappedRange()); | ||
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assertEquals(data, await Deno.readFile("cli/tests/webgpu_hellotriangle.out")); | ||
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outputBuffer.unmap(); | ||
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device.destroy(); | ||
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// TODO(lucacasonato): webgpu spec should add a explicit destroy method for | ||
// adapters. | ||
const resources = Object.keys(Deno.resources()); | ||
Deno.close(Number(resources[resources.length - 1])); | ||
}); |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,39 @@ | ||
[[builtin(global_invocation_id)]] | ||
var global_id: vec3<u32>; | ||
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[[block]] | ||
struct PrimeIndices { | ||
data: [[stride(4)]] array<u32>; | ||
}; // this is used as both input and output for convenience | ||
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[[group(0), binding(0)]] | ||
var<storage> v_indices: [[access(read_write)]] PrimeIndices; | ||
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// The Collatz Conjecture states that for any integer n: | ||
// If n is even, n = n/2 | ||
// If n is odd, n = 3n+1 | ||
// And repeat this process for each new n, you will always eventually reach 1. | ||
// Though the conjecture has not been proven, no counterexample has ever been found. | ||
// This function returns how many times this recurrence needs to be applied to reach 1. | ||
fn collatz_iterations(n_base: u32) -> u32{ | ||
var n: u32 = n_base; | ||
var i: u32 = 0u; | ||
loop { | ||
if (n <= 1u) { | ||
break; | ||
} | ||
if (n % 2u == 0u) { | ||
n = n / 2u; | ||
} | ||
else { | ||
n = 3u * n + 1u; | ||
} | ||
i = i + 1u; | ||
} | ||
return i; | ||
} | ||
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[[stage(compute), workgroup_size(1)]] | ||
fn main() { | ||
v_indices.data[global_id.x] = collatz_iterations(v_indices.data[global_id.x]); | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,19 @@ | ||
[[builtin(vertex_index)]] | ||
var<in> in_vertex_index: u32; | ||
[[builtin(position)]] | ||
var<out> out_pos: vec4<f32>; | ||
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[[stage(vertex)]] | ||
fn vs_main() { | ||
var x: f32 = f32(i32(in_vertex_index) - 1); | ||
var y: f32 = f32(i32(in_vertex_index & 1) * 2 - 1); | ||
out_pos = vec4<f32>(x, y, 0.0, 1.0); | ||
} | ||
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[[location(0)]] | ||
var<out> out_color: vec4<f32>; | ||
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[[stage(fragment)]] | ||
fn fs_main() { | ||
out_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | ||
} |
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