🏡 index : cold-air-networks/mirror-webgpu-cts.git

export const description = `
Execution tests for the 'textureGather' builtin function

- TODO: Test un-encodable formats.

A texture gather operation reads from a 2D, 2D array, cube, or cube array texture, computing a four-component vector as follows:
 * Find the four texels that would be used in a sampling operation with linear filtering, from mip level 0:
   - Use the specified coordinate, array index (when present), and offset (when present).
   - The texels are adjacent, forming a square, when considering their texture space coordinates (u,v).
   - Selected texels at the texture edge, cube face edge, or cube corners are handled as in ordinary texture sampling.
 * For each texel, read one channel and convert it into a scalar value.
   - For non-depth textures, a zero-based component parameter specifies the channel to use.
     * If the texture format supports the specified channel, i.e. has more than component channels:
       - Yield scalar value v[component] when the texel value is v.
     * Otherwise:
       - Yield 0.0 when component is 1 or 2.
       - Yield 1.0 when component is 3 (the alpha channel).
   - For depth textures, yield the texel value. (Depth textures only have one channel.)
 * Yield the four-component vector, arranging scalars produced by the previous step into components according to the relative coordinates of the texels, as follows:
   - Result component  Relative texel coordinate
      x (umin,vmax)
      y (umax,vmax)
      z (umax,vmin)
      w (umin,vmin)
`;

import { makeTestGroup } from '../../../../../../common/framework/test_group.js';
import {
  isDepthTextureFormat,
  isTextureFormatPossiblyFilterableAsTextureF32,
  kDepthStencilFormats,
  kAllTextureFormats,
} from '../../../../../format_info.js';
import { AllFeaturesMaxLimitsGPUTest } from '../../../../../gpu_test.js';

import {
  appendComponentTypeForFormatToTextureType,
  checkCallResults,
  chooseTextureSize,
  createTextureWithRandomDataAndGetTexels,
  doTextureCalls,
  generateSamplePointsCube,
  generateTextureBuiltinInputs2D,
  isFillable,
  kCubeSamplePointMethods,
  kSamplePointMethods,
  kShortAddressModes,
  kShortAddressModeToAddressMode,
  kShortShaderStages,
  skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable,
  TextureCall,
  vec2,
  vec3,
} from './texture_utils.js';

export const g = makeTestGroup(AllFeaturesMaxLimitsGPUTest);

g.test('sampled_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
C: i32, u32
T: i32, u32, f32

fn textureGather(component: C, t: texture_2d<T>, s: sampler, coords: vec2<f32>) -> vec4<T>
fn textureGather(component: C, t: texture_2d<T>, s: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<T>

Parameters:
 * component:
    - The index of the channel to read from the selected texels.
    - When provided, the component expression must a creation-time expression (e.g. 1).
    - Its value must be at least 0 and at most 3. Values outside of this range will result in a shader-creation error.
 * t: The sampled texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * offset:
    - The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
      This offset is applied before applying any texture wrapping modes.
    - The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
    - Each offset component must be at least -8 and at most 7.
      Values outside of this range will result in a shader-creation error.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('modeU', kShortAddressModes)
      .combine('modeV', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('C', ['i32', 'u32'] as const)
      .combine('samplePoints', kSamplePointMethods)
  )
  .fn(async t => {
    const { format, C, samplePoints, stage, modeU, modeV, filt: minFilter, offset } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);

    // We want at least 4 blocks or something wide enough for 3 mip levels.
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 4, format });
    const descriptor: GPUTextureDescriptor = {
      format,
      size: { width, height },
      mipLevelCount: 3,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      textureBuiltin: 'textureGather',
      sampler,
      descriptor,
      offset,
      component: true,
      hashInputs: [stage, format, C, samplePoints, modeU, modeV, minFilter, offset],
    }).map(({ coords, component, offset }) => {
      return {
        builtin: 'textureGather',
        coordType: 'f',
        coords,
        component,
        componentType: C === 'i32' ? 'i' : 'u',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_2d', format);
    const viewDescriptor = {};
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('sampled_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
T: i32, u32, f32

fn textureGather(component: C, t: texture_cube<T>, s: sampler, coords: vec3<f32>) -> vec4<T>

Parameters:
 * component:
    - The index of the channel to read from the selected texels.
    - When provided, the component expression must a creation-time expression (e.g. 1).
    - Its value must be at least 0 and at most 3. Values outside of this range will result in a shader-creation error.
 * t: The sampled texture to read from
 * s: The sampler type
 * coords: The texture coordinates
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('C', ['i32', 'u32'] as const)
      .combine('samplePoints', kCubeSamplePointMethods)
  )
  .fn(async t => {
    const { format, C, stage, samplePoints, mode, filt: minFilter } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);

    const viewDimension: GPUTextureViewDimension = 'cube';
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 2, format, viewDimension });
    const depthOrArrayLayers = 6;

    const descriptor: GPUTextureDescriptor = {
      format,
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size: { width, height, depthOrArrayLayers },
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
      addressModeW: kShortAddressModeToAddressMode[mode],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec3>[] = generateSamplePointsCube(50, {
      method: samplePoints,
      sampler,
      descriptor,
      component: true,
      textureBuiltin: 'textureGather',
      hashInputs: [stage, format, C, samplePoints, mode, minFilter],
    }).map(({ coords, component }) => {
      return {
        builtin: 'textureGather',
        component,
        componentType: C === 'i32' ? 'i' : 'u',
        coordType: 'f',
        coords,
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType = appendComponentTypeForFormatToTextureType('texture_cube', format);
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('sampled_array_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
C: i32, u32
T: i32, u32, f32

fn textureGather(component: C, t: texture_2d_array<T>, s: sampler, coords: vec2<f32>, array_index: C) -> vec4<T>
fn textureGather(component: C, t: texture_2d_array<T>, s: sampler, coords: vec2<f32>, array_index: C, offset: vec2<i32>) -> vec4<T>

Parameters:
 * component:
    - The index of the channel to read from the selected texels.
    - When provided, the component expression must a creation-time expression (e.g. 1).
    - Its value must be at least 0 and at most 3. Values outside of this range will result in a shader-creation error.
 * t: The sampled texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * array_index: The 0-based texture array index
 * offset:
    - The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
      This offset is applied before applying any texture wrapping modes.
    - The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
    - Each offset component must be at least -8 and at most 7.
      Values outside of this range will result in a shader-creation error.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('modeU', kShortAddressModes)
      .combine('modeV', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
      .combine('C', ['i32', 'u32'] as const)
      .combine('A', ['i32', 'u32'] as const)
      .combine('depthOrArrayLayers', [1, 8] as const)
  )
  .fn(async t => {
    const {
      format,
      stage,
      samplePoints,
      C,
      A,
      modeU,
      modeV,
      filt: minFilter,
      offset,
      depthOrArrayLayers,
    } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);

    // We want at least 4 blocks or something wide enough for 3 mip levels.
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 4, format });

    const descriptor: GPUTextureDescriptor = {
      format,
      size: { width, height, depthOrArrayLayers },
      mipLevelCount: 3,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      ...(t.isCompatibility && { textureBindingViewDimension: '2d-array' }),
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      textureBuiltin: 'textureGather',
      sampler,
      descriptor,
      arrayIndex: { num: texture.depthOrArrayLayers, type: A },
      offset,
      component: true,
      hashInputs: [stage, format, samplePoints, C, A, modeU, modeV, minFilter, offset],
    }).map(({ coords, component, arrayIndex, offset }) => {
      return {
        builtin: 'textureGather',
        component,
        componentType: C === 'i32' ? 'i' : 'u',
        coordType: 'f',
        coords,
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_2d_array', format);
    const viewDescriptor: GPUTextureViewDescriptor = { dimension: '2d-array' };
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('sampled_array_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
C: i32, u32
T: i32, u32, f32
A: i32, u32

fn textureGather(component: C, t: texture_cube_array<T>, s: sampler, coords: vec3<f32>, array_index: A) -> vec4<T>

Parameters:
 * component:
    - The index of the channel to read from the selected texels.
    - When provided, the component expression must a creation-time expression (e.g. 1).
    - Its value must be at least 0 and at most 3. Values outside of this range will result in a shader-creation error.
 * t: The sampled texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * array_index: The 0-based texture array index
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .combine('C', ['i32', 'u32'] as const)
      .combine('A', ['i32', 'u32'] as const)
  )
  .fn(async t => {
    const { format, C, A, stage, samplePoints, mode, filt: minFilter } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
    t.skipIfTextureViewDimensionNotSupported('cube-array');

    const viewDimension: GPUTextureViewDimension = 'cube-array';
    const size = chooseTextureSize({ minSize: 8, minBlocks: 2, format, viewDimension });

    const descriptor: GPUTextureDescriptor = {
      format,
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
      addressModeW: kShortAddressModeToAddressMode[mode],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec3>[] = generateSamplePointsCube(50, {
      method: samplePoints,
      sampler,
      descriptor,
      component: true,
      textureBuiltin: 'textureGather',
      arrayIndex: { num: texture.depthOrArrayLayers / 6, type: A },
      hashInputs: [stage, format, C, samplePoints, mode, minFilter],
    }).map(({ coords, component, arrayIndex }) => {
      return {
        builtin: 'textureGather',
        component,
        componentType: C === 'i32' ? 'i' : 'u',
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
        coordType: 'f',
        coords,
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType = appendComponentTypeForFormatToTextureType('texture_cube_array', format);
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('depth_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
fn textureGather(t: texture_depth_2d, s: sampler, coords: vec2<f32>) -> vec4<f32>
fn textureGather(t: texture_depth_2d, s: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>

Parameters:
 * t: The depth texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * offset:
    - The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
      This offset is applied before applying any texture wrapping modes.
    - The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
    - Each offset component must be at least -8 and at most 7.
      Values outside of this range will result in a shader-creation error.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kDepthStencilFormats)
      // filter out stencil only formats
      .filter(t => isDepthTextureFormat(t.format))
      .combine('modeU', kShortAddressModes)
      .combine('modeV', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
  )
  .fn(async t => {
    const { format, stage, samplePoints, modeU, modeV, offset } = t.params;
    t.skipIfDepthTextureCanNotBeUsedWithNonComparisonSampler();
    t.skipIfTextureFormatNotSupported(format);

    // We want at least 4 blocks or something wide enough for 3 mip levels.
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 4, format });
    const descriptor: GPUTextureDescriptor = {
      format,
      size: { width, height },
      mipLevelCount: 3,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      textureBuiltin: 'textureGather',
      sampler,
      descriptor,
      offset,
      hashInputs: [stage, format, samplePoints, modeU, modeV, offset],
    }).map(({ coords, offset }) => {
      return {
        builtin: 'textureGather',
        coordType: 'f',
        coords,
        offset,
      };
    });
    const textureType = 'texture_depth_2d';
    const viewDescriptor = {};
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('depth_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
fn textureGather(t: texture_depth_cube, s: sampler, coords: vec3<f32>) -> vec4<f32>

Parameters:
 * t: The depth texture to read from
 * s: The sampler type
 * coords: The texture coordinates
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kDepthStencilFormats)
      // filter out stencil only formats
      .filter(t => isDepthTextureFormat(t.format))
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
  )
  .fn(async t => {
    const { format, stage, samplePoints, mode } = t.params;
    t.skipIfTextureFormatNotSupported(format);
    t.skipIfDepthTextureCanNotBeUsedWithNonComparisonSampler();

    const viewDimension: GPUTextureViewDimension = 'cube';
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 2, format, viewDimension });
    const depthOrArrayLayers = 6;

    const descriptor: GPUTextureDescriptor = {
      format,
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size: { width, height, depthOrArrayLayers },
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
      addressModeW: kShortAddressModeToAddressMode[mode],
    };

    const calls: TextureCall<vec3>[] = generateSamplePointsCube(50, {
      method: samplePoints,
      sampler,
      descriptor,
      textureBuiltin: 'textureGather',
      hashInputs: [stage, format, samplePoints, mode],
    }).map(({ coords, component }) => {
      return {
        builtin: 'textureGather',
        coordType: 'f',
        coords,
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType = 'texture_depth_cube';
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('depth_array_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
A: i32, u32

fn textureGather(t: texture_depth_2d_array, s: sampler, coords: vec2<f32>, array_index: A) -> vec4<f32>
fn textureGather(t: texture_depth_2d_array, s: sampler, coords: vec2<f32>, array_index: A, offset: vec2<i32>) -> vec4<f32>

Parameters:
 * t: The depth texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * array_index: The 0-based texture array index
 * offset:
    - The optional texel offset applied to the unnormalized texture coordinate before sampling the texture.
      This offset is applied before applying any texture wrapping modes.
    - The offset expression must be a creation-time expression (e.g. vec2<i32>(1, 2)).
    - Each offset component must be at least -8 and at most 7.
      Values outside of this range will result in a shader-creation error.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kDepthStencilFormats)
      // filter out stencil only formats
      .filter(t => isDepthTextureFormat(t.format))
      .combine('modeU', kShortAddressModes)
      .combine('modeV', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
      .combine('A', ['i32', 'u32'] as const)
      .combine('depthOrArrayLayers', [1, 8] as const)
  )
  .fn(async t => {
    const { format, stage, samplePoints, A, modeU, modeV, offset, depthOrArrayLayers } = t.params;
    t.skipIfTextureFormatNotSupported(t.params.format);
    t.skipIfDepthTextureCanNotBeUsedWithNonComparisonSampler();

    // We want at least 4 blocks or something wide enough for 3 mip levels.
    const [width, height] = chooseTextureSize({ minSize: 8, minBlocks: 4, format });

    const descriptor: GPUTextureDescriptor = {
      format,
      size: { width, height, depthOrArrayLayers },
      mipLevelCount: 3,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      ...(t.isCompatibility && { textureBindingViewDimension: '2d-array' }),
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      textureBuiltin: 'textureGather',
      sampler,
      descriptor,
      arrayIndex: { num: texture.depthOrArrayLayers, type: A },
      offset,
      hashInputs: [stage, format, samplePoints, A, modeU, modeV, offset],
    }).map(({ coords, arrayIndex, offset }) => {
      return {
        builtin: 'textureGather',
        coordType: 'f',
        coords,
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
        offset,
      };
    });
    const textureType = 'texture_depth_2d_array';
    const viewDescriptor: GPUTextureViewDescriptor = { dimension: '2d-array' };
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });

g.test('depth_array_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturegather')
  .desc(
    `
A: i32, u32

fn textureGather(t: texture_depth_cube_array, s: sampler, coords: vec3<f32>, array_index: A) -> vec4<f32>

Parameters:
 * t: The depth texture to read from
 * s: The sampler type
 * coords: The texture coordinates
 * array_index: The 0-based texture array index
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kDepthStencilFormats)
      // filter out stencil only formats
      .filter(t => isDepthTextureFormat(t.format))
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .combine('A', ['i32', 'u32'] as const)
  )
  .fn(async t => {
    const { format, A, stage, samplePoints, mode } = t.params;
    t.skipIfTextureFormatNotSupported(format);
    t.skipIfDepthTextureCanNotBeUsedWithNonComparisonSampler();
    t.skipIfTextureViewDimensionNotSupported('cube-array');

    const viewDimension: GPUTextureViewDimension = 'cube-array';
    const size = chooseTextureSize({ minSize: 8, minBlocks: 2, format, viewDimension });

    const descriptor: GPUTextureDescriptor = {
      format,
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
      addressModeW: kShortAddressModeToAddressMode[mode],
    };

    const calls: TextureCall<vec3>[] = generateSamplePointsCube(50, {
      method: samplePoints,
      sampler,
      descriptor,
      textureBuiltin: 'textureGather',
      arrayIndex: { num: texture.depthOrArrayLayers / 6, type: A },
      hashInputs: [stage, format, samplePoints, mode],
    }).map(({ coords, arrayIndex }) => {
      return {
        builtin: 'textureGather',
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
        coordType: 'f',
        coords,
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType = 'texture_depth_cube_array';
    const results = await doTextureCalls(
      t,
      texture,
      viewDescriptor,
      textureType,
      sampler,
      calls,
      stage
    );
    const res = await checkCallResults(
      t,
      { texels, descriptor, viewDescriptor },
      textureType,
      sampler,
      calls,
      results,
      stage,
      texture
    );
    t.expectOK(res);
  });