xref: /aosp_15_r20/external/skia/resources/sksl/errors/InvalidBackendBindingFlagsWGSL.sksl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker// Valid declarations:
2*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, binding=0) uniform ubo1 { float a; };               // valid
3*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, binding=0) buffer ssbo { float b; };                // valid
4*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, texture=0) readonly texture2D rtexture1;   // valid
5*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, texture=0) writeonly texture2D wtexture1;  // valid
6*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, texture=0, sampler=0) sampler2D sampler1;           // valid
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker// TODO(skia:14023): This should require 'texture' once the WGSL backend supports it
9*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, binding=0) readonly texture2D rtexture2;   // valid
10*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, binding=0) writeonly texture2D wtexture2;  // valid
11*c8dee2aaSAndroid Build Coastguard Worker// TODO(skia:14023): This should require 'texture' and 'sampler' once the WGSL backend supports it
12*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, binding=0) sampler2D sampler2;                      // valid
13*c8dee2aaSAndroid Build Coastguard Worker
14*c8dee2aaSAndroid Build Coastguard Worker// Invalid declarations:
15*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, sampler=0) readonly texture2D rtexture3;    // invalid (has sampler)
16*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, rgba32f, set=0, sampler=0) writeonly texture2D wtexture3;   // invalid (has sampler)
17*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, texture=0) readonly texture2D rtexture4;             // invalid (no pixformat)
18*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, texture=0) writeonly texture2D wtexture4;            // invalid (no pixformat)
19*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, binding=0, texture=0, sampler=0) sampler2D sampler3; // invalid
20*c8dee2aaSAndroid Build Coastguard Workerlayout(webgpu, set=0, texture=0, sampler=0) uniform ubo2 { float c; };     // invalid
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker/*%%*
23*c8dee2aaSAndroid Build Coastguard Workerlayout qualifier 'sampler' is not permitted here
24*c8dee2aaSAndroid Build Coastguard Workerlayout qualifier 'sampler' is not permitted here
25*c8dee2aaSAndroid Build Coastguard Workerstorage textures must declare a pixel format
26*c8dee2aaSAndroid Build Coastguard Workerstorage textures must declare a pixel format
27*c8dee2aaSAndroid Build Coastguard Worker'binding' modifier cannot coexist with 'texture'/'sampler'
28*c8dee2aaSAndroid Build Coastguard Workerlayout qualifier 'texture' is not permitted here
29*c8dee2aaSAndroid Build Coastguard Workerlayout qualifier 'sampler' is not permitted here
30*c8dee2aaSAndroid Build Coastguard Worker*%%*/
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