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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>
78 lines
1.7 KiB
GLSL
78 lines
1.7 KiB
GLSL
SKIP: FAILED
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#version 310 es
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uniform highp sampler2DArrayShadow arg_0_arg_1;
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void textureSampleLevel_ba93b3() {
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float res = textureLodOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 0.0f), float(0), ivec2(0, 0));
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}
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vec4 vertex_main() {
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textureSampleLevel_ba93b3();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:6: 'textureLodOffset' : no matching overloaded function found
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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uniform highp sampler2DArrayShadow arg_0_arg_1;
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void textureSampleLevel_ba93b3() {
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float res = textureLodOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 0.0f), float(0), ivec2(0, 0));
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}
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void fragment_main() {
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textureSampleLevel_ba93b3();
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}
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void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:7: 'textureLodOffset' : no matching overloaded function found
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ERROR: 0:7: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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uniform highp sampler2DArrayShadow arg_0_arg_1;
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void textureSampleLevel_ba93b3() {
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float res = textureLodOffset(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 0.0f), float(0), ivec2(0, 0));
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}
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void compute_main() {
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textureSampleLevel_ba93b3();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:6: 'textureLodOffset' : no matching overloaded function found
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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