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>
This commit is contained in:
Ben Clayton 2021-07-20 20:25:38 +00:00
parent 88bd8a1690
commit 6e8ace016e
5 changed files with 102 additions and 0 deletions

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[[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.)));
}

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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;
}

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#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;
}

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; 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

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[[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)));
}