[glsl][ir] Regenerate skip files.
Updates skip files.
Bug: 42251044
Change-Id: Ib372d5263eead2e58c192fec39c8f49ece8c92f8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/209557
Commit-Queue: dan sinclair <dsinclair@chromium.org>
Reviewed-by: James Price <jrprice@google.com>
diff --git a/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.glsl b/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.glsl
index 1970bb2..9ce5c7e 100644
--- a/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.glsl
+++ b/test/tint/builtins/gen/literal/textureSampleLevel/1bf73e.wgsl.expected.ir.glsl
@@ -1,11 +1,90 @@
SKIP: FAILED
-<dawn>/src/tint/lang/glsl/writer/printer/printer.cc:1468 internal compiler error: TINT_UNREACHABLE unhandled core builtin: textureSampleLevel
-********************************************************************
-* The tint shader compiler has encountered an unexpected error. *
-* *
-* Please help us fix this issue by submitting a bug report at *
-* crbug.com/tint with the source program that triggered the bug. *
-********************************************************************
+#version 310 es
+#extension GL_EXT_texture_shadow_lod: require
+precision highp float;
+precision highp int;
-tint executable returned error: signal: trace/BPT trap
+layout(binding = 0, std430)
+buffer tint_symbol_1_1_ssbo {
+ float tint_symbol;
+} v;
+uniform highp sampler2DArrayShadow arg_0_arg_1;
+float textureSampleLevel_1bf73e() {
+ vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
+ float res = textureLod(arg_0_arg_1, v_1, float(1));
+ return res;
+}
+void main() {
+ v.tint_symbol = textureSampleLevel_1bf73e();
+}
+error: Error parsing GLSL shader:
+ERROR: 0:13: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
+ERROR: 0:13: '' : compilation terminated
+ERROR: 2 compilation errors. No code generated.
+
+
+
+#version 310 es
+#extension GL_EXT_texture_shadow_lod: require
+
+layout(binding = 0, std430)
+buffer tint_symbol_1_1_ssbo {
+ float tint_symbol;
+} v;
+uniform highp sampler2DArrayShadow arg_0_arg_1;
+float textureSampleLevel_1bf73e() {
+ vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
+ float res = textureLod(arg_0_arg_1, v_1, float(1));
+ return res;
+}
+layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
+void main() {
+ v.tint_symbol = textureSampleLevel_1bf73e();
+}
+error: Error parsing GLSL shader:
+ERROR: 0:11: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
+ERROR: 0:11: '' : compilation terminated
+ERROR: 2 compilation errors. No code generated.
+
+
+
+#version 310 es
+#extension GL_EXT_texture_shadow_lod: require
+
+
+struct VertexOutput {
+ vec4 pos;
+ float prevent_dce;
+};
+
+uniform highp sampler2DArrayShadow arg_0_arg_1;
+layout(location = 0) flat out float vertex_main_loc0_Output;
+float textureSampleLevel_1bf73e() {
+ vec4 v = vec4(vec2(1.0f), float(1), 0.0f);
+ float res = textureLod(arg_0_arg_1, v, float(1));
+ return res;
+}
+VertexOutput vertex_main_inner() {
+ VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f);
+ tint_symbol.pos = vec4(0.0f);
+ tint_symbol.prevent_dce = textureSampleLevel_1bf73e();
+ return tint_symbol;
+}
+void main() {
+ VertexOutput v_1 = vertex_main_inner();
+ gl_Position = v_1.pos;
+ gl_Position[1u] = -(gl_Position.y);
+ gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
+ vertex_main_loc0_Output = v_1.prevent_dce;
+ gl_PointSize = 1.0f;
+}
+error: Error parsing GLSL shader:
+ERROR: 0:14: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
+ERROR: 0:14: '' : compilation terminated
+ERROR: 2 compilation errors. No code generated.
+
+
+
+
+tint executable returned error: exit status 1