| SKIP: FAILED |
| |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| var<private> tint_symbol_1 = vec4f(); |
| |
| fn textureLoad_6273b1() { |
| var res = 0.0f; |
| res = vec4f(textureLoad(arg_0, vec2i(), 1i), 0.0f, 0.0f, 0.0f).x; |
| return; |
| } |
| |
| fn tint_symbol_2(tint_symbol : vec4f) { |
| tint_symbol_1 = tint_symbol; |
| return; |
| } |
| |
| fn vertex_main_1() { |
| textureLoad_6273b1(); |
| tint_symbol_2(vec4f()); |
| return; |
| } |
| |
| struct vertex_main_out { |
| @builtin(position) |
| tint_symbol_1_1 : vec4f, |
| } |
| |
| @vertex |
| fn vertex_main() -> vertex_main_out { |
| vertex_main_1(); |
| return vertex_main_out(tint_symbol_1); |
| } |
| |
| Failed to generate: :16:14 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' |
| |
| %8:f32 = glsl.texelFetch %5, %6, %7 |
| ^^^^^^^^^^^^^^^ |
| |
| :11:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| vertex_main_out = struct @align(16) { |
| tint_symbol_1_1:vec4<f32> @offset(0), @builtin(position) |
| } |
| |
| $B1: { # root |
| %tint_symbol_1:ptr<private, vec4<f32>, read_write> = var, vec4<f32>(0.0f) |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_6273b1 = func():void { |
| $B2: { |
| %res:ptr<function, f32, read_write> = var, 0.0f |
| %5:texture_depth_multisampled_2d = load %arg_0 |
| %6:vec2<i32> = convert vec2<i32>(0i) |
| %7:i32 = convert 1i |
| %8:f32 = glsl.texelFetch %5, %6, %7 |
| %9:vec4<f32> = construct %8, 0.0f, 0.0f, 0.0f |
| %10:f32 = access %9, 0u |
| store %res, %10 |
| ret |
| } |
| } |
| %tint_symbol_2 = func(%tint_symbol:vec4<f32>):void { |
| $B3: { |
| store %tint_symbol_1, %tint_symbol |
| ret |
| } |
| } |
| %vertex_main_1 = func():void { |
| $B4: { |
| %14:void = call %textureLoad_6273b1 |
| %15:void = call %tint_symbol_2, vec4<f32>(0.0f) |
| ret |
| } |
| } |
| %vertex_main = @vertex func():vertex_main_out { |
| $B5: { |
| %17:void = call %vertex_main_1 |
| %18:vec4<f32> = load %tint_symbol_1 |
| %19:vertex_main_out = construct %18 |
| ret %19 |
| } |
| } |
| |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| fn textureLoad_6273b1() { |
| var res = 0.0f; |
| res = vec4f(textureLoad(arg_0, vec2i(), 1i), 0.0f, 0.0f, 0.0f).x; |
| return; |
| } |
| |
| struct vertex_main_out { |
| @builtin(position) |
| tint_symbol_1_1 : vec4f, |
| } |
| |
| fn fragment_main_1() { |
| textureLoad_6273b1(); |
| return; |
| } |
| |
| @fragment |
| fn fragment_main() { |
| fragment_main_1(); |
| } |
| |
| Failed to generate: :11:14 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 |
| ^^^^^^^^^^^^^^^ |
| |
| :6:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| $B1: { # root |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_6273b1 = func():void { |
| $B2: { |
| %res:ptr<function, f32, read_write> = var, 0.0f |
| %4:texture_depth_multisampled_2d = load %arg_0 |
| %5:vec2<i32> = convert vec2<i32>(0i) |
| %6:i32 = convert 1i |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| %8:vec4<f32> = construct %7, 0.0f, 0.0f, 0.0f |
| %9:f32 = access %8, 0u |
| store %res, %9 |
| ret |
| } |
| } |
| %fragment_main_1 = func():void { |
| $B3: { |
| %11:void = call %textureLoad_6273b1 |
| ret |
| } |
| } |
| %fragment_main = @fragment func():void { |
| $B4: { |
| %13:void = call %fragment_main_1 |
| ret |
| } |
| } |
| |
| |
| @group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; |
| |
| fn textureLoad_6273b1() { |
| var res = 0.0f; |
| res = vec4f(textureLoad(arg_0, vec2i(), 1i), 0.0f, 0.0f, 0.0f).x; |
| return; |
| } |
| |
| struct vertex_main_out { |
| @builtin(position) |
| tint_symbol_1_1 : vec4f, |
| } |
| |
| fn compute_main_1() { |
| textureLoad_6273b1(); |
| return; |
| } |
| |
| @compute @workgroup_size(1i, 1i, 1i) |
| fn compute_main() { |
| compute_main_1(); |
| } |
| |
| Failed to generate: :11:14 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 |
| ^^^^^^^^^^^^^^^ |
| |
| :6:3 note: in block |
| $B2: { |
| ^^^ |
| |
| note: # Disassembly |
| $B1: { # root |
| %arg_0:ptr<handle, texture_depth_multisampled_2d, read> = var |
| } |
| |
| %textureLoad_6273b1 = func():void { |
| $B2: { |
| %res:ptr<function, f32, read_write> = var, 0.0f |
| %4:texture_depth_multisampled_2d = load %arg_0 |
| %5:vec2<i32> = convert vec2<i32>(0i) |
| %6:i32 = convert 1i |
| %7:f32 = glsl.texelFetch %4, %5, %6 |
| %8:vec4<f32> = construct %7, 0.0f, 0.0f, 0.0f |
| %9:f32 = access %8, 0u |
| store %res, %9 |
| ret |
| } |
| } |
| %compute_main_1 = func():void { |
| $B3: { |
| %11:void = call %textureLoad_6273b1 |
| ret |
| } |
| } |
| %compute_main = @compute @workgroup_size(1, 1, 1) func():void { |
| $B4: { |
| %13:void = call %compute_main_1 |
| ret |
| } |
| } |
| |
| |
| tint executable returned error: exit status 1 |