0ff3050c6c
Use imageSize() on images, not textureSize(). In GLSL, the LOD parameter to textureSize() is mandatory for sampled textures, so emit a default 0 if not supplied. (Also, don't pack the level into the coords argument; that's an HLSLism.) GLSL returns the array size of array textures in the final component of textureSize(); remove it for WGSL. Write the subtype of storage images correctly (uimage*, iimage*, etc). This required a bit of cleanup to move "writeonly" ahead of subtype emission. Bug: tint:1298 Change-Id: Ica1cec0f833a9b684143c8b0cf6d090fb511a7d2 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70140 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> |
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depth_ms.spvasm | ||
depth_ms.spvasm.expected.glsl | ||
depth_ms.spvasm.expected.hlsl | ||
depth_ms.spvasm.expected.msl | ||
depth_ms.spvasm.expected.spvasm | ||
depth_ms.spvasm.expected.wgsl |