[tint] Add RW storage textureLoad overloads
Adds them to the intrinsics table but no codegen support yet.
Bug: tint:2007
Change-Id: I4e3b768461ce06016e1ae6a4bf02ca70d0584237
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/145982
Auto-Submit: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
diff --git a/test/tint/builtins/gen/var/textureLoad/a2b3f4.wgsl b/test/tint/builtins/gen/var/textureLoad/a2b3f4.wgsl
new file mode 100644
index 0000000..11c5cf2
--- /dev/null
+++ b/test/tint/builtins/gen/var/textureLoad/a2b3f4.wgsl
@@ -0,0 +1,50 @@
+// Copyright 2023 The Tint Authors.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+////////////////////////////////////////////////////////////////////////////////
+// File generated by tools/src/cmd/gen
+// using the template:
+// test/tint/builtins/gen/gen.wgsl.tmpl
+//
+// Do not modify this file directly
+////////////////////////////////////////////////////////////////////////////////
+
+
+enable chromium_experimental_read_write_storage_texture;
+@group(1) @binding(0) var arg_0: texture_storage_2d_array<rgba8uint, read_write>;
+
+// fn textureLoad(texture: texture_storage_2d_array<rgba8uint, read_write>, coords: vec2<u32>, array_index: u32) -> vec4<u32>
+fn textureLoad_a2b3f4() {
+ var arg_1 = vec2<u32>(1u);
+ var arg_2 = 1u;
+ var res: vec4<u32> = textureLoad(arg_0, arg_1, arg_2);
+ prevent_dce = res;
+}
+@group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<u32>;
+
+@vertex
+fn vertex_main() -> @builtin(position) vec4<f32> {
+ textureLoad_a2b3f4();
+ return vec4<f32>();
+}
+
+@fragment
+fn fragment_main() {
+ textureLoad_a2b3f4();
+}
+
+@compute @workgroup_size(1)
+fn compute_main() {
+ textureLoad_a2b3f4();
+}