mirror of
https://github.com/encounter/dawn-cmake.git
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tint/intrinsics: Allow mixing of signed / unsigned integer arguments
Fixed: tint:1733 Change-Id: Id83c5c5a59df062320a9a9fde087a34b85fbaa2a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107160 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
This commit is contained in:
committed by
Dawn LUCI CQ
parent
083f68cbdf
commit
2e376a9bb0
@@ -555,26 +555,26 @@ fn unpack4x8unorm(u32) -> vec4<f32>
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@stage("compute") fn workgroupBarrier()
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fn textureDimensions<T: fiu32>(texture: texture_1d<T>) -> u32
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_1d<T>, level: C) -> u32
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_1d<T>, level: L) -> u32
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fn textureDimensions<T: fiu32>(texture: texture_2d<T>) -> vec2<u32>
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_2d<T>, level: C) -> vec2<u32>
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_2d<T>, level: L) -> vec2<u32>
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fn textureDimensions<T: fiu32>(texture: texture_2d_array<T>) -> vec2<u32>
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_2d_array<T>, level: C) -> vec2<u32>
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_2d_array<T>, level: L) -> vec2<u32>
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fn textureDimensions<T: fiu32>(texture: texture_3d<T>) -> vec3<u32>
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_3d<T>, level: C) -> vec3<u32>
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_3d<T>, level: L) -> vec3<u32>
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fn textureDimensions<T: fiu32>(texture: texture_cube<T>) -> vec2<u32>
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_cube<T>, level: C) -> vec2<u32>
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_cube<T>, level: L) -> vec2<u32>
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fn textureDimensions<T: fiu32>(texture: texture_cube_array<T>) -> vec2<u32>
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fn textureDimensions<T: fiu32, C: iu32>(texture: texture_cube_array<T>, level: C) -> vec2<u32>
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fn textureDimensions<T: fiu32, L: iu32>(texture: texture_cube_array<T>, level: L) -> vec2<u32>
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fn textureDimensions<T: fiu32>(texture: texture_multisampled_2d<T>) -> vec2<u32>
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fn textureDimensions(texture: texture_depth_2d) -> vec2<u32>
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fn textureDimensions<C: iu32>(texture: texture_depth_2d, level: C) -> vec2<u32>
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fn textureDimensions<L: iu32>(texture: texture_depth_2d, level: L) -> vec2<u32>
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fn textureDimensions(texture: texture_depth_2d_array) -> vec2<u32>
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fn textureDimensions<C: iu32>(texture: texture_depth_2d_array, level: C) -> vec2<u32>
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fn textureDimensions<L: iu32>(texture: texture_depth_2d_array, level: L) -> vec2<u32>
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fn textureDimensions(texture: texture_depth_cube) -> vec2<u32>
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fn textureDimensions<C: iu32>(texture: texture_depth_cube, level: C) -> vec2<u32>
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fn textureDimensions<L: iu32>(texture: texture_depth_cube, level: L) -> vec2<u32>
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fn textureDimensions(texture: texture_depth_cube_array) -> vec2<u32>
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fn textureDimensions<C: iu32>(texture: texture_depth_cube_array, level: C) -> vec2<u32>
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fn textureDimensions<L: iu32>(texture: texture_depth_cube_array, level: L) -> vec2<u32>
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fn textureDimensions(texture: texture_depth_multisampled_2d) -> vec2<u32>
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fn textureDimensions<F: texel_format, A: write>(texture: texture_storage_1d<F, A>) -> u32
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fn textureDimensions<F: texel_format, A: write>(texture: texture_storage_2d<F, A>) -> vec2<u32>
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@@ -583,22 +583,22 @@ fn textureDimensions<F: texel_format, A: write>(texture: texture_storage_3d<F, A
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fn textureDimensions(texture: texture_external) -> vec2<u32>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: C) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: C, @const offset: vec2<i32>) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32, A: iu32>(@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32, A: iu32>(@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32>(@const component: C, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: C) -> vec4<T>
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fn textureGather<T: fiu32, C: iu32, A: iu32>(@const component: C, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<T>
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fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGather<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C) -> vec4<f32>
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fn textureGather<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGather<A: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<f32>
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fn textureGather<A: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGather(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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fn textureGather<C: iu32>(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: C) -> vec4<f32>
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fn textureGather<A: iu32>(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<f32>
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fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> vec4<f32>
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fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGatherCompare<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32) -> vec4<f32>
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fn textureGatherCompare<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGatherCompare<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> vec4<f32>
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fn textureGatherCompare<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureGatherCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> vec4<f32>
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fn textureGatherCompare<C: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: C, depth_ref: f32) -> vec4<f32>
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fn textureGatherCompare<A: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> vec4<f32>
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fn textureNumLayers<T: fiu32>(texture: texture_2d_array<T>) -> u32
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fn textureNumLayers<T: fiu32>(texture: texture_cube_array<T>) -> u32
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fn textureNumLayers(texture: texture_depth_2d_array) -> u32
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@@ -619,83 +619,83 @@ fn textureNumSamples(texture: texture_depth_multisampled_2d) -> u32
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@stage("fragment") fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C) -> vec4<f32>
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<f32>
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: C) -> vec4<f32>
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<f32>
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@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
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@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C) -> f32
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A) -> f32
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
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@stage("fragment") fn textureSample<C: iu32>(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: C) -> f32
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@stage("fragment") fn textureSample<A: iu32>(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: A) -> f32
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@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
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@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, @const offset: vec3<i32>) -> vec4<f32>
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@stage("fragment") fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<C: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: C, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleBias<A: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, bias: f32) -> vec4<f32>
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@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
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@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSampleCompare<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32) -> f32
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@stage("fragment") fn textureSampleCompare<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSampleCompare<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> f32
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@stage("fragment") fn textureSampleCompare<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> f32
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@stage("fragment") fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
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@stage("fragment") fn textureSampleCompare<C: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: C, depth_ref: f32) -> f32
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@stage("fragment") fn textureSampleCompare<A: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> f32
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fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
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fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
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fn textureSampleCompareLevel<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32) -> f32
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fn textureSampleCompareLevel<C: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: C, depth_ref: f32, @const offset: vec2<i32>) -> f32
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fn textureSampleCompareLevel<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> f32
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fn textureSampleCompareLevel<A: iu32>(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> f32
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fn textureSampleCompareLevel(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
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fn textureSampleCompareLevel<C: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: C, depth_ref: f32) -> f32
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fn textureSampleCompareLevel<A: iu32>(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> f32
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fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleGrad<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
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fn textureSampleGrad<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleGrad<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
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fn textureSampleGrad<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
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fn textureSampleGrad<C: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: C, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
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fn textureSampleGrad<A: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
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fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
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fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleLevel<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, level: f32) -> vec4<f32>
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fn textureSampleLevel<C: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: C, level: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleLevel<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32) -> vec4<f32>
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fn textureSampleLevel<A: iu32>(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32, @const offset: vec2<i32>) -> vec4<f32>
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fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
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fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, @const offset: vec3<i32>) -> vec4<f32>
|
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fn textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: C, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: C) -> f32
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: C, @const offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C, level: C) -> f32
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: C, level: C, @const offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: C) -> f32
|
||||
fn textureSampleLevel<C: iu32>(texture: texture_depth_cube_array,sampler: sampler, coords: vec3<f32>, array_index: C, level: C) -> f32
|
||||
fn textureSampleLevel<A: iu32>(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel<L: iu32>(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L) -> f32
|
||||
fn textureSampleLevel<L: iu32>(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L, @const offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel<A: iu32, L: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L) -> f32
|
||||
fn textureSampleLevel<A: iu32, L: iu32>(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L, @const offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel<L: iu32>(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: L) -> f32
|
||||
fn textureSampleLevel<A: iu32, L: iu32>(texture: texture_depth_cube_array,sampler: sampler, coords: vec3<f32>, array_index: A, level: L) -> f32
|
||||
@deprecated fn textureSampleLevel(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureSampleBaseClampToEdge(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureSampleBaseClampToEdge(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureStore<C: iu32>(texture: texture_storage_1d<f32_texel_format, write>, coords: C, value: vec4<f32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d<f32_texel_format, write>, coords: vec2<C>, value: vec4<f32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d_array<f32_texel_format, write>, coords: vec2<C>, array_index: C, value: vec4<f32>)
|
||||
fn textureStore<C: iu32, A: iu32>(texture: texture_storage_2d_array<f32_texel_format, write>, coords: vec2<C>, array_index: A, value: vec4<f32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_3d<f32_texel_format, write>, coords: vec3<C>, value: vec4<f32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_1d<i32_texel_format, write>, coords: C, value: vec4<i32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d<i32_texel_format, write>, coords: vec2<C>, value: vec4<i32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d_array<i32_texel_format, write>, coords: vec2<C>, array_index: C, value: vec4<i32>)
|
||||
fn textureStore<C: iu32, A: iu32>(texture: texture_storage_2d_array<i32_texel_format, write>, coords: vec2<C>, array_index: A, value: vec4<i32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_3d<i32_texel_format, write>, coords: vec3<C>, value: vec4<i32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_1d<u32_texel_format, write>, coords: C, value: vec4<u32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d<u32_texel_format, write>, coords: vec2<C>, value: vec4<u32>)
|
||||
fn textureStore<C: iu32>(texture: texture_storage_2d_array<u32_texel_format, write>, coords: vec2<C>, array_index: C, value: vec4<u32>)
|
||||
fn textureStore<C: iu32, A: iu32>(texture: texture_storage_2d_array<u32_texel_format, write>, coords: vec2<C>, array_index: A, value: vec4<u32>)
|
||||
fn textureStore(texture: texture_storage_3d<u32_texel_format, write>, coords: vec3<i32>, value: vec4<u32>)
|
||||
fn textureLoad<T: fiu32, C: iu32>(texture: texture_1d<T>, coords: C, level: C) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32>(texture: texture_2d<T>, coords: vec2<C>, level: C) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32>(texture: texture_2d_array<T>, coords: vec2<C>, array_index: C, level: C) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32>(texture: texture_3d<T>, coords: vec3<C>, level: C) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32>(texture: texture_multisampled_2d<T>, coords: vec2<C>, sample_index: C) -> vec4<T>
|
||||
fn textureLoad<C: iu32>(texture: texture_depth_2d, coords: vec2<C>, level: C) -> f32
|
||||
fn textureLoad<C: iu32>(texture: texture_depth_2d_array, coords: vec2<C>, array_index: C, level: C) -> f32
|
||||
fn textureLoad<C: iu32>(texture: texture_depth_multisampled_2d, coords: vec2<C>, sample_index: C) -> f32
|
||||
fn textureLoad<T: fiu32, C: iu32, L: iu32>(texture: texture_1d<T>, coords: C, level: L) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32, L: iu32>(texture: texture_2d<T>, coords: vec2<C>, level: L) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32, A: iu32, L: iu32>(texture: texture_2d_array<T>, coords: vec2<C>, array_index: A, level: L) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32, L: iu32>(texture: texture_3d<T>, coords: vec3<C>, level: L) -> vec4<T>
|
||||
fn textureLoad<T: fiu32, C: iu32, S: iu32>(texture: texture_multisampled_2d<T>, coords: vec2<C>, sample_index: S) -> vec4<T>
|
||||
fn textureLoad<C: iu32, L: iu32>(texture: texture_depth_2d, coords: vec2<C>, level: L) -> f32
|
||||
fn textureLoad<C: iu32, A: iu32, L: iu32>(texture: texture_depth_2d_array, coords: vec2<C>, array_index: A, level: L) -> f32
|
||||
fn textureLoad<C: iu32, S: iu32>(texture: texture_depth_multisampled_2d, coords: vec2<C>, sample_index: S) -> f32
|
||||
fn textureLoad<C: iu32>(texture: texture_external, coords: vec2<C>) -> vec4<f32>
|
||||
|
||||
@stage("fragment", "compute") fn atomicLoad<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>) -> T
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -596,16 +596,16 @@ TEST_F(IntrinsicTableTest, OverloadOrderByNumberOfParameters) {
|
||||
R"(error: no matching call to textureDimensions(bool, bool)
|
||||
|
||||
27 candidate functions:
|
||||
textureDimensions(texture: texture_1d<T>, level: C) -> u32 where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_2d_array<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_3d<T>, level: C) -> vec3<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_cube<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_cube_array<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d_array, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube_array, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_1d<T>, level: L) -> u32 where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_2d_array<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_3d<T>, level: L) -> vec3<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_cube<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_cube_array<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d_array, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube_array, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_1d<T>) -> u32 where: T is f32, i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>) -> vec2<u32> where: T is f32, i32 or u32
|
||||
textureDimensions(texture: texture_2d_array<T>) -> vec2<u32> where: T is f32, i32 or u32
|
||||
@@ -635,16 +635,16 @@ TEST_F(IntrinsicTableTest, OverloadOrderByMatchingParameter) {
|
||||
R"(error: no matching call to textureDimensions(texture_depth_2d, bool)
|
||||
|
||||
27 candidate functions:
|
||||
textureDimensions(texture: texture_depth_2d, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_1d<T>, level: C) -> u32 where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_2d_array<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_3d<T>, level: C) -> vec3<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_cube<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_cube_array<T>, level: C) -> vec2<u32> where: T is f32, i32 or u32, C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d_array, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube_array, level: C) -> vec2<u32> where: C is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_1d<T>, level: L) -> u32 where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_2d_array<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_3d<T>, level: L) -> vec3<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_cube<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_cube_array<T>, level: L) -> vec2<u32> where: T is f32, i32 or u32, L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d_array, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_cube_array, level: L) -> vec2<u32> where: L is i32 or u32
|
||||
textureDimensions(texture: texture_depth_2d) -> vec2<u32>
|
||||
textureDimensions(texture: texture_1d<T>) -> u32 where: T is f32, i32 or u32
|
||||
textureDimensions(texture: texture_2d<T>) -> vec2<u32> where: T is f32, i32 or u32
|
||||
|
||||
Reference in New Issue
Block a user