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>
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[[group(0), binding(0)]] var t : texture_2d<f32>;
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[[group(0), binding(1)]] var s : sampler;
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[[stage(fragment)]]
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fn main() {
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let x = t;
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let a = s;
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ignore(1);
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let y = x;
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let b = a;
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ignore(2);
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let z = y;
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let c = b;
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ignore(textureSample(z, c, vec2<f32>(1., 2.)));
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}
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Texture2D<float4> t : register(t0, space0);
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SamplerState s : register(s1, space0);
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void main() {
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const Texture2D<float4> x = t;
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const SamplerState a = s;
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1;
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const Texture2D<float4> y = x;
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const SamplerState b = a;
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2;
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y.Sample(b, float2(1.0f, 2.0f));
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return;
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}
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#include <metal_stdlib>
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using namespace metal;
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fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_1 [[texture(0)]], sampler tint_symbol_2 [[sampler(1)]]) {
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texture2d<float, access::sample> const x = tint_symbol_1;
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sampler const a = tint_symbol_2;
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(void) 1;
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texture2d<float, access::sample> const y = x;
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sampler const b = a;
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(void) 2;
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texture2d<float, access::sample> const z = y;
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sampler const c = b;
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(void) z.sample(c, float2(1.0f, 2.0f));
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return;
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}
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 28
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpName %t "t"
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OpName %s "s"
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OpName %main "main"
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OpDecorate %t DescriptorSet 0
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OpDecorate %t Binding 0
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OpDecorate %s DescriptorSet 0
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OpDecorate %s Binding 1
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%float = OpTypeFloat 32
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%3 = OpTypeImage %float 2D 0 0 0 1 Unknown
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%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
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%t = OpVariable %_ptr_UniformConstant_3 UniformConstant
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%7 = OpTypeSampler
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%_ptr_UniformConstant_7 = OpTypePointer UniformConstant %7
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%s = OpVariable %_ptr_UniformConstant_7 UniformConstant
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%void = OpTypeVoid
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%8 = OpTypeFunction %void
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%int = OpTypeInt 32 1
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%int_1 = OpConstant %int 1
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%int_2 = OpConstant %int 2
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%v4float = OpTypeVector %float 4
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%22 = OpTypeSampledImage %3
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%v2float = OpTypeVector %float 2
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%float_1 = OpConstant %float 1
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%float_2 = OpConstant %float 2
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%27 = OpConstantComposite %v2float %float_1 %float_2
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%main = OpFunction %void None %8
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%11 = OpLabel
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%12 = OpLoad %3 %t
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%13 = OpLoad %7 %s
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%23 = OpSampledImage %22 %12 %13
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%20 = OpImageSampleImplicitLod %v4float %23 %27
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OpReturn
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OpFunctionEnd
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[[group(0), binding(0)]] var t : texture_2d<f32>;
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[[group(0), binding(1)]] var s : sampler;
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[[stage(fragment)]]
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fn main() {
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let x = t;
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let a = s;
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ignore(1);
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let y = x;
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let b = a;
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ignore(2);
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let z = y;
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let c = b;
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ignore(textureSample(z, c, vec2<f32>(1.0, 2.0)));
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}
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