How to use createConstantBuffer method in wpt

Best JavaScript code snippet using wpt

WebGlCommon.js

Source: WebGlCommon.js Github

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...64 gl.deleteShader(shader);65 }66 gl.deleteProgram(shaderProgram);67}68function createConstantBuffer(gl, target, usage, value) {69 var buffer = gl.createBuffer();70 gl.bindBuffer(target, buffer);71 gl.bufferData(target, value, usage);72 return buffer;73}74function createConstantBuffers(gl, vertexIndices, vertexPositions, textureCoords) {75 return {76 vertexIndices: createConstantBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, gl.STATIC_DRAW, new Uint16Array(vertexIndices)),77 vertexPositions: createConstantBuffer(gl, gl.ARRAY_BUFFER, gl.STATIC_DRAW, new Float32Array(vertexPositions)),78 textureCoords: createConstantBuffer(gl, gl.ARRAY_BUFFER, gl.STATIC_DRAW, new Float32Array(textureCoords))79 };80}81function destroyConstantBuffers(gl, constantBuffers) {82 gl.deleteBuffer(constantBuffers.vertexIndices);83 gl.deleteBuffer(constantBuffers.vertexPositions);84 gl.deleteBuffer(constantBuffers.textureCoords);85}86function enableAttributes(gl, shaderProgram) {87 var numAttrs = gl.getProgramParameter(shaderProgram, gl.ACTIVE_ATTRIBUTES);88 for (var i = 0; i < numAttrs; i++) {89 gl.enableVertexAttribArray(i);90 }91}92function disableAttributes(gl, shaderProgram) {...

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all_63.js

Source: all_63.js Github

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1var searchData=2[3 ['clearcolortarget',['ClearColorTarget',['../​a00047.html#a41dae5679383c1358be3207e74241331',1,'gfx']]],4 ['cleardepthtarget',['ClearDepthTarget',['../​a00047.html#a75f43e5b24ccce6ff775be9b8c713d78',1,'gfx']]],5 ['createcolortarget',['CreateColorTarget',['../​a00047.html#a2154b88e3aa131b27d95017434e6ee30',1,'gfx']]],6 ['createconstantbuffer',['CreateConstantBuffer',['../​a00047.html#a40e4d727dd9f8f5627b2147fb187e716',1,'gfx']]],7 ['createdepthtarget',['CreateDepthTarget',['../​a00047.html#ad6ed74de87429cb07cf8fb3840a2803d',1,'gfx']]],8 ['creatematerial',['CreateMaterial',['../​a00047.html#a414db99422f8c59c7bf59104e260bb5b',1,'gfx']]],9 ['createmesh',['CreateMesh',['../​a00047.html#ab769ea5d4030f74ea6db67f29202a33b',1,'gfx']]],10 ['createpixelshader',['CreatePixelShader',['../​a00047.html#a4e949b9d7b64f908dbe7642a35ced6c1',1,'gfx']]],11 ['createtexture',['CreateTexture',['../​a00047.html#a831ad24692845847b33c3e5345f36654',1,'gfx']]],12 ['createvertexshader',['CreateVertexShader',['../​a00047.html#adb193095d1e10af99955603a31e35ed1',1,'gfx']]]...

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functions_63.js

Source: functions_63.js Github

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1var searchData=2[3 ['clearcolortarget',['ClearColorTarget',['../​a00047.html#a41dae5679383c1358be3207e74241331',1,'gfx']]],4 ['cleardepthtarget',['ClearDepthTarget',['../​a00047.html#a75f43e5b24ccce6ff775be9b8c713d78',1,'gfx']]],5 ['createcolortarget',['CreateColorTarget',['../​a00047.html#a2154b88e3aa131b27d95017434e6ee30',1,'gfx']]],6 ['createconstantbuffer',['CreateConstantBuffer',['../​a00047.html#a40e4d727dd9f8f5627b2147fb187e716',1,'gfx']]],7 ['createdepthtarget',['CreateDepthTarget',['../​a00047.html#ad6ed74de87429cb07cf8fb3840a2803d',1,'gfx']]],8 ['creatematerial',['CreateMaterial',['../​a00047.html#a414db99422f8c59c7bf59104e260bb5b',1,'gfx']]],9 ['createmesh',['CreateMesh',['../​a00047.html#ab769ea5d4030f74ea6db67f29202a33b',1,'gfx']]],10 ['createpixelshader',['CreatePixelShader',['../​a00047.html#a4e949b9d7b64f908dbe7642a35ced6c1',1,'gfx']]],11 ['createtexture',['CreateTexture',['../​a00047.html#a831ad24692845847b33c3e5345f36654',1,'gfx']]],12 ['createvertexshader',['CreateVertexShader',['../​a00047.html#adb193095d1e10af99955603a31e35ed1',1,'gfx']]]...

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Using AI Code Generation

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1var cb = wpt.createConstantBuffer(32);2cb.setFloat32(0, 1.5);3cb.setFloat32(4, 2.5);4cb.setFloat32(8, 3.5);5cb.setFloat32(12, 4.5);6cb.setFloat32(16, 5.5);7cb.setFloat32(20, 6.5);8cb.setFloat32(24, 7.5);9cb.setFloat32(28, 8.5);10wpt.setConstantBuffer(0, cb);11wpt.setConstantBuffer(1, cb);12wpt.setConstantBuffer(2, cb);13wpt.setConstantBuffer(3, cb);14wpt.setConstantBuffer(4, cb);15wpt.setConstantBuffer(5, cb);16wpt.setConstantBuffer(6, cb);17wpt.setConstantBuffer(7, cb);18wpt.setConstantBuffer(8, cb);19wpt.setConstantBuffer(9, cb);20wpt.setConstantBuffer(10, cb);21wpt.setConstantBuffer(11, cb);22wpt.setConstantBuffer(12, cb);23wpt.setConstantBuffer(13, cb);24wpt.setConstantBuffer(14, cb);25wpt.setConstantBuffer(15, cb);26var cb = wpt.createConstantBuffer(32);27cb.setFloat32(0, 1.5);28cb.setFloat32(4, 2.5);29cb.setFloat32(8, 3.5);30cb.setFloat32(12, 4.5);31cb.setFloat32(16, 5.5);32cb.setFloat32(20, 6.5);33cb.setFloat32(24, 7.5);34cb.setFloat32(28, 8.5);35wpt.setConstantBuffer(0, cb);36wpt.setConstantBuffer(1, cb);37wpt.setConstantBuffer(2, cb);38wpt.setConstantBuffer(3, cb);39wpt.setConstantBuffer(4, cb);40wpt.setConstantBuffer(5, cb);41wpt.setConstantBuffer(6, cb);42wpt.setConstantBuffer(7, cb);43wpt.setConstantBuffer(8, cb);44wpt.setConstantBuffer(9, cb);45wpt.setConstantBuffer(

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Using AI Code Generation

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1var buffer = createConstantBuffer(4);2buffer[0] = 0x12345678;3buffer[1] = 0x9ABCDEF0;4buffer[2] = 0x12345678;5buffer[3] = 0x9ABCDEF0;6var test = createTest("ConstantBuffer");7test.addResource("buffer", "constantBuffer", buffer);8test.addStep("Render test", function (r) {9 r.drawIndexed(6, 0, 0);10});11test.addStep("Verify result", function (r) {12 var expected = [0x12345678, 0x9ABCDEF0, 0x12345678, 0x9ABCDEF0];13 var t = r.createTextureFromRenderTarget();14 r.expectSinglePixelIn2DTexture(t, "r", 0, 0, 0, expected);15});16test.run();

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Using AI Code Generation

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1var wpt = require('wpt');2var buffer = wpt.createConstantBuffer(1024);3console.log('Buffer created');4var wpt = require('wpt');5var buffer = wpt.createConstantBuffer(1024);6console.log('Buffer created');

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Using AI Code Generation

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1var wptools = require("wptools");2var cb = wptools.createConstantBuffer("cbuffer", 1, 1, 1, 1, 1, 1, 1, 1);3console.log(cb);4var wptools = require("wptools");5var cb = wptools.createConstantBuffer("cbuffer", 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);6console.log(cb);

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Using AI Code Generation

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1var canvas = document.getElementById('canvas');2var gl = canvas.getContext('webgl');3var wptoolkit = gl.getExtension('WEBGL_power_preferences');4attribute vec4 position;5void main() {6 gl_Position = position;7}8`;9precision mediump float;10uniform vec4 color;11void main() {12 gl_FragColor = color;13}14`;15var program = wptoolkit.createProgram(16 wptoolkit.createShader(gl.VERTEX_SHADER, vertexShaderSource),17 wptoolkit.createShader(gl.FRAGMENT_SHADER, fragmentShaderSource));18var positionLocation = gl.getAttribLocation(program, 'position');19var colorLocation = gl.getUniformLocation(program, 'color');20var buffer = wptoolkit.createConstantBuffer(16);21var typedArray = new Float32Array(buffer);22typedArray[0] = 1;23typedArray[1] = 0;24typedArray[2] = 0;25typedArray[3] = 1;26gl.useProgram(program);27gl.enableVertexAttribArray(positionLocation);28gl.bindBuffer(gl.ARRAY_BUFFER, buffer);29gl.vertexAttribPointer(positionLocation, 4, gl.FLOAT, false, 0, 0);30gl.uniform4fv(colorLocation, typedArray);31gl.drawArrays(gl.TRIANGLES, 0, 3);32gl.flush();33var canvas = document.getElementById('canvas');34var gl = canvas.getContext('webgl');35var wptoolkit = gl.getExtension('WEBGL_power_preferences');36attribute vec4 position;37void main() {38 gl_Position = position;39}40`;41precision mediump float;42uniform vec4 color;43void main() {44 gl_FragColor = color;45}46`;47var program = wptoolkit.createProgram(48 wptoolkit.createShader(gl.VERTEX_SHADER, vertexShaderSource),49 wptoolkit.createShader(gl.FRAGMENT_SHADER, fragmentShaderSource));50var positionLocation = gl.getAttribLocation(program,

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