blob: 7f1d97f63eb882a46bfb5f904980418b871a49f7 [file] [log] [blame]
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