1
    2
    3
    4
    5
    6
    7
    8
    9
   10
   11
   12
   13
   14
   15
   16
   17
   18
   19
   20
   21
   22
   23
   24
   25
   26
   27
   28
   29
   30
   31
   32
   33
   34
   35
   36
   37
   38
   39
   40
   41
   42
   43
   44
   45
   46
   47
   48
   49
   50
   51
   52
   53
   54
   55
   56
   57
   58
   59
   60
   61
   62
   63
   64
   65
   66
   67
   68
   69
   70
   71
   72
   73
   74
   75
   76
   77
   78
   79
   80
   81
   82
   83
   84
   85
   86
   87
   88
   89
   90
   91
   92
   93
   94
   95
   96
   97
   98
   99
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  112
  113
  114
  115
  116
  117
  118
  119
  120
  121
  122
  123
  124
  125
  126
  127
  128
  129
  130
  131
  132
  133
  134
  135
  136
  137
  138
  139
  140
  141
  142
  143
  144
  145
  146
  147
  148
  149
  150
  151
  152
  153
  154
  155
  156
  157
  158
  159
  160
  161
  162
  163
  164
  165
  166
  167
  168
  169
  170
  171
  172
  173
  174
  175
  176
  177

content / test / data / gpu / webgpu-import-video.html [blame]

<html>
  <body>
    <canvas id="canvas" width=960 height=1080></canvas>
    <script type="module">
        const video = document.createElement('video');
        video.src = './vc/teddy1_vp9_640x360_30fps.webm';
        video.loop = true;
        video.muted = true;
        await video.play();

        // Test with two videos. The original implementation had a bug
        // where importing a second video would result in improper
        // synchronization. The mailbox would be used before it was created.
        const video2 = document.createElement('video');
        video2.src = './vc/teddy2_vp9_320x180_15fps.webm';
        video2.loop = true;
        video2.muted = true;
        await video2.play();

        const adapter = navigator.gpu && await navigator.gpu.requestAdapter();
        const device = await adapter.requestDevice();

        const canvas = document.getElementById('canvas');
        const context = canvas.getContext('webgpu');

        const swapChainFormat = 'bgra8unorm';
        context.configure({
          device,
          format: swapChainFormat,
        });

        // TODO: Use getBindGroupLayout. We can't right now because SPIRV-Cross
        // doesn't reflect external textures correctly.
        const bindGroupLayout = device.createBindGroupLayout({
        entries: [
          {
            binding: 0,
            visibility: GPUShaderStage.FRAGMENT,
            sampler: {type: "filtering"}
          },
          {
            binding: 1,
            visibility: GPUShaderStage.FRAGMENT,
            externalTexture: {}
          },{
            binding: 2,
            visibility: GPUShaderStage.FRAGMENT,
            externalTexture: {}
          }
        ],
        });

        const pipelineLayout = device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]});

        const pipeline = device.createRenderPipeline({
          layout: pipelineLayout,
          vertex: {
            module: device.createShaderModule({
              code: `
struct VertexOutput {
  @builtin(position) Position : vec4<f32>,
  @location(0) fragUV : vec2<f32>,
}

@vertex
fn main(@builtin(vertex_index) idx : u32) -> VertexOutput {
  var pos = array<vec3<f32>, 6>(
    vec3<f32>( 1.0,  1.0, 0.0),
    vec3<f32>( 1.0, -1.0, 0.0),
    vec3<f32>(-1.0, -1.0, 0.0),
    vec3<f32>( 1.0,  1.0, 0.0),
    vec3<f32>(-1.0, -1.0, 0.0),
    vec3<f32>(-1.0,  1.0, 0.0)
  );
  var uv  = array<vec2<f32>, 6>(
    vec2<f32>(1.0, 0.0),
    vec2<f32>(1.0, 2.0),
    vec2<f32>(0.0, 2.0),
    vec2<f32>(1.0, 0.0),
    vec2<f32>(0.0, 2.0),
    vec2<f32>(0.0, 0.0)
  );

  var output : VertexOutput;
  output.Position = vec4<f32>(pos[idx], 1.0);
  output.fragUV = uv[idx];
  return output;
}
`,
            }),
            entryPoint: 'main',
          },
          fragment: {
            module: device.createShaderModule({
              code: `
@binding(0) @group(0) var mySampler: sampler;
@binding(1) @group(0) var myTexture: texture_external;
@binding(2) @group(0) var myTexture2: texture_external;

@fragment
fn main(@location(0) fragUV : vec2<f32>) -> @location(0) vec4<f32> {
  var result : vec4<f32>;
  if (fragUV.y <= 1.0) {
    result = textureSampleLevel(myTexture, mySampler, fragUV);
  } else {
    var uv : vec2<f32> = vec2<f32>(fragUV.x, fragUV.y - 1.0);
    result = textureSampleLevel(myTexture2, mySampler, uv);
  }
  return result;
}
`,
            }),
            entryPoint: 'main',
            targets: [{
              format: swapChainFormat,
            }],
          },
          primitive: {
            topology: 'triangle-list',
          },
        });

        const linearSampler = device.createSampler();

        const renderPassDescriptor = {
          colorAttachments: [
            {
              view: undefined, // Assigned later
              loadOp: 'clear',
              clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 },
              storeOp: 'store',
            },
          ],
        };

        function frame() {
          renderPassDescriptor.colorAttachments[0].view = context
            .getCurrentTexture()
            .createView();

         const externalTextureDescriptor =  {source: video};
         const externalTextureDescriptor2 =  {source: video2};
         const externalTexture = device.importExternalTexture(externalTextureDescriptor);
         const externalTexture2 = device.importExternalTexture(externalTextureDescriptor2);

          const bindGroup = device.createBindGroup({
            layout: bindGroupLayout,
            entries: [
              {
                binding: 0,
                resource: linearSampler,
              },
              {
                binding: 1,
                resource: externalTexture,
              },
              {
                binding: 2,
                resource: externalTexture2,
              }
            ],
          });
          const commandEncoder = device.createCommandEncoder();
          const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
          passEncoder.setPipeline(pipeline);
          passEncoder.setBindGroup(0, bindGroup);
          passEncoder.draw(6);
          passEncoder.end();
          device.queue.submit([commandEncoder.finish()]);

          requestAnimationFrame(frame);
        }

        requestAnimationFrame(frame);
    </script>
  </body>
</html>