tint: Add builtin tests for arguments passed by var

Change-Id: I81b69d23e40675d7f525e6369afec9aa0659d043
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92321
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
Ben Clayton
2022-06-02 14:36:10 +00:00
committed by Dawn LUCI CQ
parent 913a1aaf62
commit c0af5c5c9c
5031 changed files with 211402 additions and 10539 deletions

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@@ -496,22 +496,22 @@ fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_2d
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_2d_array<F, A>) -> vec2<i32>
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_3d<F, A>) -> vec3<i32>
fn textureDimensions(texture: texture_external) -> vec2<i32>
fn textureGather<T: fiu32>(component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T>
fn textureGather<T: fiu32>(component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<T>
fn textureGather<T: fiu32>(component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(component: i32, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T>
fn textureGather<T: fiu32>(component: i32, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<T>
fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
fn textureGather(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> vec4<f32>
fn textureNumLayers<T: fiu32>(texture: texture_2d_array<T>) -> i32
@@ -533,59 +533,59 @@ fn textureNumSamples<T: fiu32>(texture: texture_multisampled_2d<T>) -> i32
fn textureNumSamples(texture: texture_depth_multisampled_2d) -> i32
@stage("fragment") fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32
@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, @const offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
fn textureSampleGrad(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32, offset: vec2<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, @const offset: vec3<i32>) -> vec4<f32>
fn textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, level: f32) -> vec4<f32>
fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32) -> f32
fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32, offset: vec2<i32>) -> f32
fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32, @const offset: vec2<i32>) -> f32
fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32) -> f32
fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32, offset: vec2<i32>) -> f32
fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32, @const offset: vec2<i32>) -> f32
fn textureSampleLevel(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: i32) -> f32
fn textureSampleLevel(texture: texture_depth_cube_array,sampler: sampler, coords: vec3<f32>, array_index: i32, level: i32) -> f32
fn textureSampleLevel(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>

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@@ -13601,16 +13601,16 @@ constexpr IntrinsicInfo kBuiltins[] = {
},
{
/* [83] */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<T> */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(component: i32, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T> */
/* fn textureGather<T : fiu32>(@const component: i32, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<T> */
/* fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> vec4<f32> */
/* fn textureGather(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32> */
/* num overloads */ 12,
@@ -13619,9 +13619,9 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [84] */
/* fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> vec4<f32> */
/* fn textureGatherCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> vec4<f32> */
/* num overloads */ 6,
@@ -13663,17 +13663,17 @@ constexpr IntrinsicInfo kBuiltins[] = {
/* [88] */
/* fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32> */
/* fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32> */
/* fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32> */
/* fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32> */
/* fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32> */
/* fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32> */
/* fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32> */
/* fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32 */
/* fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> f32 */
/* fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> f32 */
/* fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32 */
/* fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> f32 */
/* fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> f32 */
/* fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32 */
/* fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32 */
/* num overloads */ 15,
@@ -13682,11 +13682,11 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [89] */
/* fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, @const offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32> */
/* fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32> */
/* num overloads */ 8,
@@ -13695,9 +13695,9 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [90] */
/* fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32 */
/* fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32 */
/* num overloads */ 6,
@@ -13706,9 +13706,9 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [91] */
/* fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32 */
/* fn textureSampleCompareLevel(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32 */
/* num overloads */ 6,
@@ -13717,11 +13717,11 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [92] */
/* fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32> */
/* fn textureSampleGrad(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32> */
/* num overloads */ 8,
@@ -13730,17 +13730,17 @@ constexpr IntrinsicInfo kBuiltins[] = {
{
/* [93] */
/* fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32, offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32, @const offset: vec2<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, @const offset: vec3<i32>) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, level: f32) -> vec4<f32> */
/* fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32, offset: vec2<i32>) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32, offset: vec2<i32>) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32, @const offset: vec2<i32>) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: i32) -> f32 */
/* fn textureSampleLevel(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32, level: i32) -> f32 */
/* fn textureSampleLevel(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32> */