dawn-cmake/test/unittest/reader/spirv/ImageSampleDrefExplicitLod_SpvParserHandleTest_SampledImageAccessTest_Variable_5.spvasm.expected.glsl
Stephen White d4d7153bad GLSL: fix shadow samplers, and textures generally.
1) Append "Shadow" to samplers representing depth textures.
2) Sampling a depth texture returns f32, not vec4<f32>
3) Sampling a depth texture requires a Dref parameter, so we must
   generate one if none is provided.
4) GLSL requires Dref to be appended to the texture coordinates vector,
   *unless* it's a samplerCubeArrayShadow, since this would require vec5.
   In that case, it's passed as a separate parameter.
5) GLSL's textureGather() with a depth sampler always requires a refZ
   parameter, so provide zero to emulate WGSL's compare-less textureGather().
6) texelFetch() does not support depth textures, so this will have to be
   validated out.
7) textureOffset() does not support sampler2DArrayShadow in GLES, so this will
   have to be validated out.

Bug: tint:1298
Change-Id: Idaebe89cac6c1ec97c50a361b1d3aa3b84fb6c12
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78760
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-02 15:25:42 +00:00

45 lines
993 B
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp samplerCubeArrayShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
int i1 = 1;
ivec2 vi12 = ivec2(1, 2);
ivec3 vi123 = ivec3(1, 2, 3);
ivec4 vi1234 = ivec4(1, 2, 3, 4);
uint u1 = 1u;
uvec2 vu12 = uvec2(1u, 2u);
uvec3 vu123 = uvec3(1u, 2u, 3u);
uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
float coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
vec4 coords1234 = vf1234;
float x_79 = texture(x_20_x_10, vec4(coords1234.xyz, float(int(round(coords1234.w)))), 0.200000003f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.