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Multiple bugs here: 1) Like texture(), GLSL's textureLod() on depth textures returns a scalar, and does not need to be swizzled. So set glsl_ret_width to 1 in that case. 2) Like texture(), GLSL's textureLod() always requires a Dref parameter, so append a zero if not present. 3) GLSL's "lod" parameter to textureLod() is always a float, unlike WGSL's textureSampleLevel() which is an i32 for depth textures, so cast it. Along the way, I discovered that textureLod() is not supported on samplerCubeShadow or sampler2DArrayShadow (even on Desktop GL). So some tests will never pass. Logged as https://crbug.com/dawn/1313 Bug: tint:1456 Change-Id: If67d8d288704142278d7a4e52b46e8010776f381 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82300 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
12 lines
557 B
GLSL
12 lines
557 B
GLSL
SKIP: FAILED
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../../src/tint/writer/glsl/generator_impl.cc:2563 internal compiler error: Multiplanar external texture transform was not run.
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********************************************************************
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* The tint shader compiler has encountered an unexpected error. *
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* *
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* Please help us fix this issue by submitting a bug report at *
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* crbug.com/tint with the source program that triggered the bug. *
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********************************************************************
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