export const description = `Stress tests covering robustness in the presence of non-halting shaders.`;import { makeTestGroup } from '../../common/framework/test_group.js';import { GPUTest } from '../../webgpu/gpu_test.js';export const g = makeTestGroup(GPUTest);g.test('compute').desc(`Tests execution of compute passes with non-halting dispatch operations.This is expected to hang for a bit, but it should ultimately result in gracefuldevice loss.`).fn(async t => {const data = new Uint32Array([0]);const buffer = t.makeBufferWithContents(data, GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC);const module = t.device.createShaderModule({code: `struct Buffer { data: u32, };@group(0) @binding(0) var<storage, read_write> buffer: Buffer;@compute @workgroup_size(1) fn main() {loop {if (buffer.data == 1u) {break;}buffer.data = buffer.data + 2u;}}`,});const pipeline = t.device.createComputePipeline({layout: 'auto',compute: { module, entryPoint: 'main' },});const encoder = t.device.createCommandEncoder();const pass = encoder.beginComputePass();pass.setPipeline(pipeline);const bindGroup = t.device.createBindGroup({layout: pipeline.getBindGroupLayout(0),entries: [{ binding: 0, resource: { buffer } }],});pass.setBindGroup(0, bindGroup);pass.dispatchWorkgroups(1);pass.end();t.device.queue.submit([encoder.finish()]);await t.device.lost;});g.test('vertex').desc(`Tests execution of render passes with a non-halting vertex stage.This is expected to hang for a bit, but it should ultimately result in gracefuldevice loss.`).fn(async t => {const module = t.device.createShaderModule({code: `struct Data { counter: u32, increment: u32, };@group(0) @binding(0) var<uniform> data: Data;@vertex fn vmain() -> @builtin(position) vec4<f32> {var counter: u32 = data.counter;loop {if (counter % 2u == 1u) {break;}counter = counter + data.increment;}return vec4<f32>(1.0, 1.0, 0.0, f32(counter));}@fragment fn fmain() -> @location(0) vec4<f32> {return vec4<f32>(1.0);}`,});const pipeline = t.device.createRenderPipeline({layout: 'auto',vertex: { module, entryPoint: 'vmain', buffers: [] },primitive: { topology: 'point-list' },fragment: {targets: [{ format: 'rgba8unorm' }],module,entryPoint: 'fmain',},});const uniforms = t.makeBufferWithContents(new Uint32Array([0, 2]), GPUBufferUsage.UNIFORM);const bindGroup = t.device.createBindGroup({layout: pipeline.getBindGroupLayout(0),entries: [{binding: 0,resource: { buffer: uniforms },},],});const renderTarget = t.createTextureTracked({size: [1, 1],usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,format: 'rgba8unorm',});const encoder = t.device.createCommandEncoder();const pass = encoder.beginRenderPass({colorAttachments: [{view: renderTarget.createView(),clearValue: [0, 0, 0, 0],loadOp: 'clear',storeOp: 'store',},],});pass.setPipeline(pipeline);pass.setBindGroup(0, bindGroup);pass.draw(1);pass.end();t.device.queue.submit([encoder.finish()]);await t.device.lost;});g.test('fragment').desc(`Tests execution of render passes with a non-halting fragment stage.This is expected to hang for a bit, but it should ultimately result in gracefuldevice loss.`).fn(async t => {const module = t.device.createShaderModule({code: `struct Data { counter: u32, increment: u32, };@group(0) @binding(0) var<uniform> data: Data;@vertex fn vmain() -> @builtin(position) vec4<f32> {return vec4<f32>(0.0, 0.0, 0.0, 1.0);}@fragment fn fmain() -> @location(0) vec4<f32> {var counter: u32 = data.counter;loop {if (counter % 2u == 1u) {break;}counter = counter + data.increment;}return vec4<f32>(1.0 / f32(counter), 0.0, 0.0, 1.0);}`,});const pipeline = t.device.createRenderPipeline({layout: 'auto',vertex: { module, entryPoint: 'vmain', buffers: [] },primitive: { topology: 'point-list' },fragment: {targets: [{ format: 'rgba8unorm' }],module,entryPoint: 'fmain',},});const uniforms = t.makeBufferWithContents(new Uint32Array([0, 2]), GPUBufferUsage.UNIFORM);const bindGroup = t.device.createBindGroup({layout: pipeline.getBindGroupLayout(0),entries: [{binding: 0,resource: { buffer: uniforms },},],});const renderTarget = t.createTextureTracked({size: [1, 1],usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,format: 'rgba8unorm',});const encoder = t.device.createCommandEncoder();const pass = encoder.beginRenderPass({colorAttachments: [{view: renderTarget.createView(),clearValue: [0, 0, 0, 0],loadOp: 'clear',storeOp: 'store',},],});pass.setPipeline(pipeline);pass.setBindGroup(0, bindGroup);pass.draw(1);pass.end();t.device.queue.submit([encoder.finish()]);await t.device.lost;});