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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>
24 lines
501 B
WebGPU Shading Language
24 lines
501 B
WebGPU Shading Language
[[group(1), binding(0)]] var arg_0 : texture_depth_2d;
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[[group(1), binding(1)]] var arg_1 : sampler;
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fn textureSampleLevel_02be59() {
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var res : f32 = textureSampleLevel(arg_0, arg_1, vec2<f32>(), 0);
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}
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[[stage(vertex)]]
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fn vertex_main() -> [[builtin(position)]] vec4<f32> {
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textureSampleLevel_02be59();
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return vec4<f32>();
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}
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[[stage(fragment)]]
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fn fragment_main() {
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textureSampleLevel_02be59();
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}
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[[stage(compute), workgroup_size(1)]]
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fn compute_main() {
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textureSampleLevel_02be59();
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}
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