| SKIP: FAILED |
| |
| |
| @group(0) @binding(0) var<storage, read_write> prevent_dce : f32; |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| fn textureLoad_fcd23d() -> f32 { |
| var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1i); |
| return res; |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| pos : vec4<f32>, |
| @location(0) @interpolate(flat) |
| prevent_dce : f32, |
| } |
| |
| @fragment |
| fn fragment_main() { |
| prevent_dce = textureLoad_fcd23d(); |
| } |
| |
| Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)' |
| |
| 4 candidate functions: |
| • 'glsl.texelFetch(texture: texture_2d<T> ✗ , location: vec2<i32> ✓ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_multisampled_2d<T> ✗ , location: vec2<i32> ✓ , sample_index: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_2d_array<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_3d<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| ^^^^^^^^^^^^^^^ |
| |
| :11:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| tint_symbol_1 = struct @align(4), @block { |
| tint_symbol:f32 @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<storage, tint_symbol_1, read_write> = var @binding_point(0, 0) |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_fcd23d = func():f32 { |
| $B2: { |
| %4:texture_depth_multisampled_2d = load %arg_0 |
| %5:vec2<i32> = convert vec2<u32>(1u) |
| %6:i32 = convert 1i |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| %res:ptr<function, f32, read_write> = var, %7 |
| %9:f32 = load %res |
| ret %9 |
| } |
| } |
| %fragment_main = @fragment func():void { |
| $B3: { |
| %11:f32 = call %textureLoad_fcd23d |
| %12:ptr<storage, f32, read_write> = access %1, 0u |
| store %12, %11 |
| ret |
| } |
| } |
| |
| |
| @group(0) @binding(0) var<storage, read_write> prevent_dce : f32; |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| fn textureLoad_fcd23d() -> f32 { |
| var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1i); |
| return res; |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| pos : vec4<f32>, |
| @location(0) @interpolate(flat) |
| prevent_dce : f32, |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| prevent_dce = textureLoad_fcd23d(); |
| } |
| |
| Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)' |
| |
| 4 candidate functions: |
| • 'glsl.texelFetch(texture: texture_2d<T> ✗ , location: vec2<i32> ✓ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_multisampled_2d<T> ✗ , location: vec2<i32> ✓ , sample_index: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_2d_array<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_3d<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| ^^^^^^^^^^^^^^^ |
| |
| :11:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| tint_symbol_1 = struct @align(4), @block { |
| tint_symbol:f32 @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<storage, tint_symbol_1, read_write> = var @binding_point(0, 0) |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_fcd23d = func():f32 { |
| $B2: { |
| %4:texture_depth_multisampled_2d = load %arg_0 |
| %5:vec2<i32> = convert vec2<u32>(1u) |
| %6:i32 = convert 1i |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| %res:ptr<function, f32, read_write> = var, %7 |
| %9:f32 = load %res |
| ret %9 |
| } |
| } |
| %compute_main = @compute @workgroup_size(1, 1, 1) func():void { |
| $B3: { |
| %11:f32 = call %textureLoad_fcd23d |
| %12:ptr<storage, f32, read_write> = access %1, 0u |
| store %12, %11 |
| ret |
| } |
| } |
| |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| fn textureLoad_fcd23d() -> f32 { |
| var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1i); |
| return res; |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| pos : vec4<f32>, |
| @location(0) @interpolate(flat) |
| prevent_dce : f32, |
| } |
| |
| @vertex |
| fn vertex_main() -> VertexOutput { |
| var tint_symbol : VertexOutput; |
| tint_symbol.pos = vec4<f32>(); |
| tint_symbol.prevent_dce = textureLoad_fcd23d(); |
| return tint_symbol; |
| } |
| |
| Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)' |
| |
| 4 candidate functions: |
| • 'glsl.texelFetch(texture: texture_2d<T> ✗ , location: vec2<i32> ✓ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_multisampled_2d<T> ✗ , location: vec2<i32> ✓ , sample_index: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_2d_array<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| • 'glsl.texelFetch(texture: texture_3d<T> ✗ , location: vec3<i32> ✗ , level: i32 ✓ ) -> vec4<T>' where: |
| ✗ 'T' is 'f32', 'i32' or 'u32' |
| |
| %6:f32 = glsl.texelFetch %3, %4, %5 |
| ^^^^^^^^^^^^^^^ |
| |
| :11:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| VertexOutput = struct @align(16) { |
| pos:vec4<f32> @offset(0), @builtin(position) |
| prevent_dce:f32 @offset(16), @location(0), @interpolate(flat) |
| } |
| |
| $B1: { # root |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_fcd23d = func():f32 { |
| $B2: { |
| %3:texture_depth_multisampled_2d = load %arg_0 |
| %4:vec2<i32> = convert vec2<u32>(1u) |
| %5:i32 = convert 1i |
| %6:f32 = glsl.texelFetch %3, %4, %5 |
| %res:ptr<function, f32, read_write> = var, %6 |
| %8:f32 = load %res |
| ret %8 |
| } |
| } |
| %vertex_main = @vertex func():VertexOutput { |
| $B3: { |
| %tint_symbol:ptr<function, VertexOutput, read_write> = var |
| %11:ptr<function, vec4<f32>, read_write> = access %tint_symbol, 0u |
| store %11, vec4<f32>(0.0f) |
| %12:ptr<function, f32, read_write> = access %tint_symbol, 1u |
| %13:f32 = call %textureLoad_fcd23d |
| store %12, %13 |
| %14:VertexOutput = load %tint_symbol |
| ret %14 |
| } |
| } |
| |
| |
| tint executable returned error: exit status 1 |