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The level parameter needs to be zero for a number of texture overloads. Bodging the template to emit 0 instead of 1 for any `level : i32` parameter is the easiest fix here. Change-Id: I69222578efcd0d4f4f267fb59fec691b52786d9c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57301 Auto-Submit: Ben Clayton <bclayton@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Ben Clayton <bclayton@google.com>
28 lines
552 B
HLSL
28 lines
552 B
HLSL
Texture2D arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureSampleLevel_02be59() {
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float res = arg_0.SampleLevel(arg_1, float2(0.0f, 0.0f), 0).x;
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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tint_symbol vertex_main() {
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textureSampleLevel_02be59();
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const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_1;
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}
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void fragment_main() {
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textureSampleLevel_02be59();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureSampleLevel_02be59();
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return;
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}
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