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I'm not sure if adding image-rendering fits here. Maybe that should be a separate example?
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struct Uniforms { | ||
color0: vec4f, | ||
color1: vec4f, | ||
size: u32, | ||
}; | ||
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@group(0) @binding(0) var<uniform> uni: Uniforms; | ||
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@vertex | ||
fn vs(@builtin(vertex_index) vertexIndex : u32) -> @builtin(position) vec4f { | ||
const pos = array( | ||
vec2f(-1.0, -1.0), | ||
vec2f( 3.0, -1.0), | ||
vec2f(-1.0, 3.0), | ||
); | ||
return vec4f(pos[vertexIndex], 0.0, 1.0); | ||
} | ||
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@fragment | ||
fn fs(@builtin(position) position: vec4f) -> @location(0) vec4f { | ||
let grid = vec2u(position.xy) / uni.size; | ||
let checker = (grid.x + grid.y) % 2 == 1; | ||
return select(uni.color0, uni.color1, checker); | ||
} | ||
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no"> | ||
<title>webgpu-samples: resizeObserverHDDPI</title> | ||
<style> | ||
html, body { | ||
margin: 0; /* remove default margin */ | ||
height: 100%; /* make body fill the browser window */ | ||
} | ||
canvas { | ||
width: 100%; | ||
height: 100%; | ||
display: block; | ||
} | ||
.fit-container { | ||
width: 100%; | ||
height: 100%; | ||
} | ||
.resizable { | ||
resize: both; | ||
overflow: scroll; /* required because resize doesn't work with overflow: visible, the default */ | ||
max-width: 100%; | ||
max-height: 100%; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<gscript defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<div id="container" class="fit-container"> | ||
<canvas></canvas> | ||
</div> | ||
</body> | ||
</html> |
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import { GUI } from 'dat.gui'; | ||
import checkerWGSL from './checker.wgsl'; | ||
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const canvas = document.querySelector('canvas') as HTMLCanvasElement; | ||
const adapter = await navigator.gpu.requestAdapter(); | ||
const device = await adapter.requestDevice(); | ||
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const context = canvas.getContext('webgpu') as GPUCanvasContext; | ||
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
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context.configure({ | ||
device, | ||
format: presentationFormat, | ||
alphaMode: 'premultiplied', | ||
}); | ||
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const module = device.createShaderModule({ | ||
code: checkerWGSL, | ||
}); | ||
const pipeline = device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { module }, | ||
fragment: { | ||
module, | ||
targets: [ | ||
{ | ||
format: presentationFormat, | ||
}, | ||
], | ||
}, | ||
}); | ||
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// These offsets are in f32/u32 offset. | ||
enum UniformOffset { | ||
color0 = 0, | ||
color1 = 4, | ||
size = 8, | ||
} | ||
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const uniformValuesAsF32 = new Float32Array(12); // 2 vec4fs, 1 u32, 3 padding | ||
const uniformValuesAsU32 = new Uint32Array(uniformValuesAsF32.buffer); | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformValuesAsF32.byteLength, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
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const bindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { buffer: uniformBuffer }, | ||
}, | ||
], | ||
}); | ||
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const settings = { | ||
color0: '#FF0000', | ||
color1: '#00FFFF', | ||
size: 1, | ||
resizable: false, | ||
fullscreen() { | ||
if (document.fullscreenElement) { | ||
document.exitFullscreen(); | ||
} else { | ||
document.body.requestFullscreen(); | ||
} | ||
}, | ||
}; | ||
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const containerElem = document.querySelector('#container') as HTMLElement; | ||
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const gui = new GUI(); | ||
gui.addColor(settings, 'color0').onChange(frame); | ||
gui.addColor(settings, 'color1').onChange(frame); | ||
gui.add(settings, 'size', 1, 32, 1).name('checker size').onChange(frame); | ||
gui.add(settings, 'fullscreen'); | ||
gui.add(settings, 'resizable').onChange(() => { | ||
const { resizable } = settings; | ||
// Get these before we adjust the CSS because our canvas is sized in device pixels | ||
// and so will expand if we stop constraining it with CSS | ||
const width = containerElem.clientWidth; | ||
const height = containerElem.clientHeight; | ||
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containerElem.classList.toggle('resizable', resizable); | ||
containerElem.classList.toggle('fit-container', !resizable); | ||
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containerElem.style.width = resizable ? `${width}px` : ''; | ||
containerElem.style.height = resizable ? `${height}px` : ''; | ||
}); | ||
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// Given a CSS color, returns the color in 0 to 1 RGBA values. | ||
const cssColorToRGBA = (function () { | ||
const ctx = new OffscreenCanvas(1, 1).getContext('2d', { | ||
willReadFrequently: true, | ||
}); | ||
return function (color: string) { | ||
ctx.clearRect(0, 0, 1, 1); | ||
ctx.fillStyle = color; | ||
ctx.fillRect(0, 0, 1, 1); | ||
return [...ctx.getImageData(0, 0, 1, 1).data].map((v) => v / 255); | ||
}; | ||
})(); | ||
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function frame() { | ||
uniformValuesAsF32.set(cssColorToRGBA(settings.color0), UniformOffset.color0); | ||
uniformValuesAsF32.set(cssColorToRGBA(settings.color1), UniformOffset.color1); | ||
uniformValuesAsU32[UniformOffset.size] = settings.size; | ||
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device.queue.writeBuffer(uniformBuffer, 0, uniformValuesAsF32); | ||
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const commandEncoder = device.createCommandEncoder(); | ||
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const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: context.getCurrentTexture().createView(), | ||
clearValue: { r: 0.2, g: 0.2, b: 0.2, a: 1.0 }, | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
}; | ||
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); | ||
passEncoder.setPipeline(pipeline); | ||
passEncoder.setBindGroup(0, bindGroup); | ||
passEncoder.draw(3); | ||
passEncoder.end(); | ||
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device.queue.submit([commandEncoder.finish()]); | ||
} | ||
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function getDevicePixelContentBoxSize(entry: ResizeObserverEntry) { | ||
// Safari does not support devicePixelContentBoxSize | ||
if (entry.devicePixelContentBoxSize) { | ||
return { | ||
width: entry.devicePixelContentBoxSize[0].inlineSize, | ||
height: entry.devicePixelContentBoxSize[0].blockSize, | ||
}; | ||
} else { | ||
// These values not correct but they're as close as you can get in Safari | ||
return { | ||
width: entry.contentBoxSize[0].inlineSize * devicePixelRatio, | ||
height: entry.contentBoxSize[0].blockSize * devicePixelRatio, | ||
}; | ||
} | ||
} | ||
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const { maxTextureDimension2D } = device.limits; | ||
const observer = new ResizeObserver(([entry]) => { | ||
// Note: If you are using requestAnimationFrame you should | ||
// only record the size here but set it in the requestAnimationFrame callback | ||
// otherwise you'll get flicker when resizing. | ||
const { width, height } = getDevicePixelContentBoxSize(entry); | ||
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// A size of 0 will cause an error when we call getCurrentTexture. | ||
// A size > maxTextureDimension2D will also an error when we call getCurrentTexture. | ||
canvas.width = Math.max(1, Math.min(width, maxTextureDimension2D)); | ||
canvas.height = Math.max(1, Math.min(height, maxTextureDimension2D)); | ||
frame(); | ||
}); | ||
observer.observe(canvas); |
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export default { | ||
name: 'ResizeObserver HD-DPI Fullscreen', | ||
description: `This example shows how to use ResizeObserver, handle HD-DPI correctly, and Fullscreen`, | ||
filename: 'sample/resizeObserverHDDPI', | ||
sources: [{ path: 'main.ts' }, { path: 'checker.wgsl' }], | ||
}; |
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