blob: 7235c03e741cac46e2532138da8c2b3ab1103300 [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_6273b1() -> f32 {
var arg_1 = vec2<i32>(1i);
var arg_2 = 1i;
var res : f32 = textureLoad(arg_0, arg_1, arg_2);
return res;
}
struct VertexOutput {
@builtin(position)
pos : vec4<f32>,
@location(0) @interpolate(flat)
prevent_dce : f32,
}
@fragment
fn fragment_main() {
prevent_dce = textureLoad_6273b1();
}
Failed to generate: :19:15 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'
%11:f32 = glsl.texelFetch %6, %9, %10
^^^^^^^^^^^^^^^
: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_6273b1 = func():f32 {
$B2: {
%arg_1:ptr<function, vec2<i32>, read_write> = var, vec2<i32>(1i)
%arg_2:ptr<function, i32, read_write> = var, 1i
%6:texture_depth_multisampled_2d = load %arg_0
%7:vec2<i32> = load %arg_1
%8:i32 = load %arg_2
%9:vec2<i32> = convert %7
%10:i32 = convert %8
%11:f32 = glsl.texelFetch %6, %9, %10
%res:ptr<function, f32, read_write> = var, %11
%13:f32 = load %res
ret %13
}
}
%fragment_main = @fragment func():void {
$B3: {
%15:f32 = call %textureLoad_6273b1
%16:ptr<storage, f32, read_write> = access %1, 0u
store %16, %15
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_6273b1() -> f32 {
var arg_1 = vec2<i32>(1i);
var arg_2 = 1i;
var res : f32 = textureLoad(arg_0, arg_1, arg_2);
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_6273b1();
}
Failed to generate: :19:15 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'
%11:f32 = glsl.texelFetch %6, %9, %10
^^^^^^^^^^^^^^^
: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_6273b1 = func():f32 {
$B2: {
%arg_1:ptr<function, vec2<i32>, read_write> = var, vec2<i32>(1i)
%arg_2:ptr<function, i32, read_write> = var, 1i
%6:texture_depth_multisampled_2d = load %arg_0
%7:vec2<i32> = load %arg_1
%8:i32 = load %arg_2
%9:vec2<i32> = convert %7
%10:i32 = convert %8
%11:f32 = glsl.texelFetch %6, %9, %10
%res:ptr<function, f32, read_write> = var, %11
%13:f32 = load %res
ret %13
}
}
%compute_main = @compute @workgroup_size(1, 1, 1) func():void {
$B3: {
%15:f32 = call %textureLoad_6273b1
%16:ptr<storage, f32, read_write> = access %1, 0u
store %16, %15
ret
}
}
@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d;
fn textureLoad_6273b1() -> f32 {
var arg_1 = vec2<i32>(1i);
var arg_2 = 1i;
var res : f32 = textureLoad(arg_0, arg_1, arg_2);
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_6273b1();
return tint_symbol;
}
Failed to generate: :19:15 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'
%10:f32 = glsl.texelFetch %5, %8, %9
^^^^^^^^^^^^^^^
: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_6273b1 = func():f32 {
$B2: {
%arg_1:ptr<function, vec2<i32>, read_write> = var, vec2<i32>(1i)
%arg_2:ptr<function, i32, read_write> = var, 1i
%5:texture_depth_multisampled_2d = load %arg_0
%6:vec2<i32> = load %arg_1
%7:i32 = load %arg_2
%8:vec2<i32> = convert %6
%9:i32 = convert %7
%10:f32 = glsl.texelFetch %5, %8, %9
%res:ptr<function, f32, read_write> = var, %10
%12:f32 = load %res
ret %12
}
}
%vertex_main = @vertex func():VertexOutput {
$B3: {
%tint_symbol:ptr<function, VertexOutput, read_write> = var
%15:ptr<function, vec4<f32>, read_write> = access %tint_symbol, 0u
store %15, vec4<f32>(0.0f)
%16:ptr<function, f32, read_write> = access %tint_symbol, 1u
%17:f32 = call %textureLoad_6273b1
store %16, %17
%18:VertexOutput = load %tint_symbol
ret %18
}
}
tint executable returned error: exit status 1