test: Add a case for resources used through lets
A hypothetical case discussed in the WG call, which I wasn't entirely sure was going to work. It does.
Change-Id: I855f1e02af2fe62214e3fb964f6937e3d88016eb
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59021
Auto-Submit: Ben Clayton <bclayton@google.com>
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
diff --git a/test/let/handles/texture_sampler.wgsl b/test/let/handles/texture_sampler.wgsl
new file mode 100644
index 0000000..56428b9
--- /dev/null
+++ b/test/let/handles/texture_sampler.wgsl
@@ -0,0 +1,15 @@
+[[group(0), binding(0)]] var t : texture_2d<f32>;
+[[group(0), binding(1)]] var s : sampler;
+
+[[stage(fragment)]]
+fn main() {
+ let x = t;
+ let a = s;
+ ignore(1);
+ let y = x;
+ let b = a;
+ ignore(2);
+ let z = y;
+ let c = b;
+ ignore(textureSample(z, c, vec2<f32>(1., 2.)));
+}
diff --git a/test/let/handles/texture_sampler.wgsl.expected.hlsl b/test/let/handles/texture_sampler.wgsl.expected.hlsl
new file mode 100644
index 0000000..9926644
--- /dev/null
+++ b/test/let/handles/texture_sampler.wgsl.expected.hlsl
@@ -0,0 +1,13 @@
+Texture2D<float4> t : register(t0, space0);
+SamplerState s : register(s1, space0);
+
+void main() {
+ const Texture2D<float4> x = t;
+ const SamplerState a = s;
+ 1;
+ const Texture2D<float4> y = x;
+ const SamplerState b = a;
+ 2;
+ y.Sample(b, float2(1.0f, 2.0f));
+ return;
+}
diff --git a/test/let/handles/texture_sampler.wgsl.expected.msl b/test/let/handles/texture_sampler.wgsl.expected.msl
new file mode 100644
index 0000000..4c001ef
--- /dev/null
+++ b/test/let/handles/texture_sampler.wgsl.expected.msl
@@ -0,0 +1,16 @@
+#include <metal_stdlib>
+
+using namespace metal;
+fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_1 [[texture(0)]], sampler tint_symbol_2 [[sampler(1)]]) {
+ texture2d<float, access::sample> const x = tint_symbol_1;
+ sampler const a = tint_symbol_2;
+ (void) 1;
+ texture2d<float, access::sample> const y = x;
+ sampler const b = a;
+ (void) 2;
+ texture2d<float, access::sample> const z = y;
+ sampler const c = b;
+ (void) z.sample(c, float2(1.0f, 2.0f));
+ return;
+}
+
diff --git a/test/let/handles/texture_sampler.wgsl.expected.spvasm b/test/let/handles/texture_sampler.wgsl.expected.spvasm
new file mode 100644
index 0000000..3907162
--- /dev/null
+++ b/test/let/handles/texture_sampler.wgsl.expected.spvasm
@@ -0,0 +1,42 @@
+; SPIR-V
+; Version: 1.3
+; Generator: Google Tint Compiler; 0
+; Bound: 28
+; Schema: 0
+ OpCapability Shader
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main"
+ OpExecutionMode %main OriginUpperLeft
+ OpName %t "t"
+ OpName %s "s"
+ OpName %main "main"
+ OpDecorate %t DescriptorSet 0
+ OpDecorate %t Binding 0
+ OpDecorate %s DescriptorSet 0
+ OpDecorate %s Binding 1
+ %float = OpTypeFloat 32
+ %3 = OpTypeImage %float 2D 0 0 0 1 Unknown
+%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
+ %t = OpVariable %_ptr_UniformConstant_3 UniformConstant
+ %7 = OpTypeSampler
+%_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
+ %s = OpVariable %_ptr_UniformConstant_7 UniformConstant
+ %void = OpTypeVoid
+ %8 = OpTypeFunction %void
+ %int = OpTypeInt 32 1
+ %int_1 = OpConstant %int 1
+ %int_2 = OpConstant %int 2
+ %v4float = OpTypeVector %float 4
+ %22 = OpTypeSampledImage %3
+ %v2float = OpTypeVector %float 2
+ %float_1 = OpConstant %float 1
+ %float_2 = OpConstant %float 2
+ %27 = OpConstantComposite %v2float %float_1 %float_2
+ %main = OpFunction %void None %8
+ %11 = OpLabel
+ %12 = OpLoad %3 %t
+ %13 = OpLoad %7 %s
+ %23 = OpSampledImage %22 %12 %13
+ %20 = OpImageSampleImplicitLod %v4float %23 %27
+ OpReturn
+ OpFunctionEnd
diff --git a/test/let/handles/texture_sampler.wgsl.expected.wgsl b/test/let/handles/texture_sampler.wgsl.expected.wgsl
new file mode 100644
index 0000000..29a81ae
--- /dev/null
+++ b/test/let/handles/texture_sampler.wgsl.expected.wgsl
@@ -0,0 +1,16 @@
+[[group(0), binding(0)]] var t : texture_2d<f32>;
+
+[[group(0), binding(1)]] var s : sampler;
+
+[[stage(fragment)]]
+fn main() {
+ let x = t;
+ let a = s;
+ ignore(1);
+ let y = x;
+ let b = a;
+ ignore(2);
+ let z = y;
+ let c = b;
+ ignore(textureSample(z, c, vec2<f32>(1.0, 2.0)));
+}