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hub / github.com/emscripten-core/emscripten / render

Function render

test/webgpu_basic_rendering.cpp:155–187  ·  view source on GitHub ↗

The depth stencil attachment isn't really needed to draw the triangle and doesn't really affect the render result. But having one should give us a slightly better test coverage for the compile of the depth stencil descriptor.

Source from the content-addressed store, hash-verified

153// and doesn't really affect the render result.
154// But having one should give us a slightly better test coverage for the compile of the depth stencil descriptor.
155void render(wgpu::TextureView view, wgpu::TextureView depthStencilView) {
156 wgpu::RenderPassColorAttachment attachment{};
157 attachment.view = view;
158 attachment.loadOp = wgpu::LoadOp::Clear;
159 attachment.storeOp = wgpu::StoreOp::Store;
160 attachment.clearValue = {0, 0, 0, 1};
161
162 wgpu::RenderPassDescriptor renderpass{};
163 renderpass.colorAttachmentCount = 1;
164 renderpass.colorAttachments = &attachment;
165
166 wgpu::RenderPassDepthStencilAttachment depthStencilAttachment = {};
167 depthStencilAttachment.view = depthStencilView;
168 depthStencilAttachment.depthClearValue = 0;
169 depthStencilAttachment.depthLoadOp = wgpu::LoadOp::Clear;
170 depthStencilAttachment.depthStoreOp = wgpu::StoreOp::Store;
171
172 renderpass.depthStencilAttachment = &depthStencilAttachment;
173
174 wgpu::CommandBuffer commands;
175 {
176 wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
177 {
178 wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderpass);
179 pass.SetPipeline(pipeline);
180 pass.Draw(3);
181 pass.End();
182 }
183 commands = encoder.Finish();
184 }
185
186 queue.Submit(1, &commands);
187}
188
189void issueContentsCheck(ScopedCounter scope, std::string functionName, wgpu::Buffer readbackBuffer, uint32_t expectData) {
190 readbackBuffer.MapAsync(

Callers 2

doRenderTestFunction · 0.70
frameFunction · 0.70

Calls 2

EndMethod · 0.80
FinishMethod · 0.80

Tested by

no test coverage detected