Ben Clayton e4fd4a2ecd test/intrinsics/gen: Use '0' for level parameters
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>
2021-07-08 21:04:53 +00:00

48 lines
1.6 KiB
WebGPU Shading Language

// Copyright 2021 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
////////////////////////////////////////////////////////////////////////////////
// File generated by tools/intrinsic-gen
// using the template:
// test/intrinsics/intrinsics.wgsl.tmpl
// and the intrinsic defintion file:
// src/intrinsics.def
//
// Do not modify this file directly
////////////////////////////////////////////////////////////////////////////////
[[group(1), binding(0)]] var arg_0: texture_depth_2d_array;
[[group(1), binding(1)]] var arg_1: sampler;
// fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32) -> f32
fn textureSampleLevel_1bf73e() {
var res: f32 = textureSampleLevel(arg_0, arg_1, vec2<f32>(), 1, 0);
}
[[stage(vertex)]]
fn vertex_main() -> [[builtin(position)]] vec4<f32> {
textureSampleLevel_1bf73e();
return vec4<f32>();
}
[[stage(fragment)]]
fn fragment_main() {
textureSampleLevel_1bf73e();
}
[[stage(compute), workgroup_size(1)]]
fn compute_main() {
textureSampleLevel_1bf73e();
}