blob: 2efea32ee3c3208a1b7e5f2617e6c73bf5fc2a3f [file] [log] [blame]
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_4db25c() -> f32 {
var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1u);
return res;
}
struct VertexOutput {
@builtin(position)
pos : vec4<f32>,
@location(0) @interpolate(flat)
prevent_dce : f32,
}
@fragment
fn fragment_main() {
prevent_dce = textureLoad_4db25c();
}
Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)'
5 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_1d<T> ✗ , location: i32 ✗ , level: 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 @binding_point(0, 0)
}
%textureLoad_4db25c = func():f32 {
$B2: {
%4:texture_depth_multisampled_2d = load %arg_0
%5:vec2<i32> = convert vec2<u32>(1u)
%6:i32 = convert 1u
%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_4db25c
%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_4db25c() -> f32 {
var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1u);
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_4db25c();
}
Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)'
5 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_1d<T> ✗ , location: i32 ✗ , level: 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 @binding_point(0, 0)
}
%textureLoad_4db25c = func():f32 {
$B2: {
%4:texture_depth_multisampled_2d = load %arg_0
%5:vec2<i32> = convert vec2<u32>(1u)
%6:i32 = convert 1u
%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_4db25c
%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_4db25c() -> f32 {
var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1u);
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_4db25c();
return tint_symbol;
}
Failed to generate: :15:14 error: glsl.texelFetch: no matching call to 'glsl.texelFetch(texture_depth_multisampled_2d, vec2<i32>, i32)'
5 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_1d<T> ✗ , location: i32 ✗ , level: 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 @binding_point(0, 0)
}
%textureLoad_4db25c = func():f32 {
$B2: {
%3:texture_depth_multisampled_2d = load %arg_0
%4:vec2<i32> = convert vec2<u32>(1u)
%5:i32 = convert 1u
%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_4db25c
store %12, %13
%14:VertexOutput = load %tint_symbol
ret %14
}
}
tint executable returned error: exit status 1