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

export const description = `
Samples a texture.

- TODO: Test un-encodable formats.
`;

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

import {
  appendComponentTypeForFormatToTextureType,
  checkCallResults,
  chooseTextureSize,
  createTextureWithRandomDataAndGetTexels,
  doTextureCalls,
  generateSamplePointsCube,
  generateTextureBuiltinInputs1D,
  generateTextureBuiltinInputs2D,
  generateTextureBuiltinInputs3D,
  getDepthOrArrayLayersForViewDimension,
  getTextureTypeForTextureViewDimension,
  isPotentiallyFilterableAndFillable,
  kCubeSamplePointMethods,
  kSamplePointMethods,
  kShortAddressModes,
  kShortAddressModeToAddressMode,
  kShortShaderStages,
  SamplePointMethods,
  skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable,
  TextureCall,
  vec1,
  vec2,
  vec3,
} from './texture_utils.js';

export const g = makeTestGroup(AllFeaturesMaxLimitsGPUTest);

g.test('sampled_1d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
fn textureSampleLevel(t: texture_1d<f32>, s: sampler, coords: f32, level: f32) -> vec4<f32>

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isPotentiallyFilterableAndFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('modeU', kShortAddressModes)
      .combine('modeV', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
  )
  .fn(async t => {
    const { format, stage, samplePoints, modeU, modeV, filt: minFilter } = t.params;
    t.skipIfTextureFormatAndDimensionNotCompatible(format, '1d');
    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,
      viewDimension: '1d',
    });

    const descriptor: GPUTextureDescriptor = {
      format,
      dimension: '1d',
      size: { width, height },
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
    };
    const viewDescriptor = {};
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const softwareTexture = { texels, descriptor, viewDescriptor };
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec1>[] = generateTextureBuiltinInputs1D(50, {
      method: samplePoints,
      sampler,
      softwareTexture,
      mipLevel: { num: texture.mipLevelCount, type: 'f32' },
      hashInputs: [stage, format, samplePoints, modeU, modeV, minFilter],
    }).map(({ coords, mipLevel }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_1d', 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_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
fn textureSampleLevel(t: texture_2d<f32>, s: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel(t: texture_2d<f32>, s: sampler, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32>

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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 => isPotentiallyFilterableAndFillable(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)
  )
  .fn(async t => {
    const { format, stage, samplePoints, 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 viewDescriptor = {};
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const softwareTexture = { texels, descriptor, viewDescriptor };
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[modeU],
      addressModeV: kShortAddressModeToAddressMode[modeV],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      sampler,
      softwareTexture,
      mipLevel: { num: texture.mipLevelCount, type: 'f32' },
      offset,
      hashInputs: [stage, format, samplePoints, modeU, modeV, minFilter, offset],
    }).map(({ coords, mipLevel, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_2d', 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_2d_coords,lodClamp')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
tests textureSampleLevel with 2d coordinates and various combinations of
baseMipLevel, lodMinClamp, and lodMaxClamp, with an dwithout filtering.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isPotentiallyFilterableAndFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
      .combineWithParams([
        { baseMipLevel: 0, lodMinClamp: 0, lodMaxClamp: 2 },
        { baseMipLevel: 0, lodMinClamp: 0.25, lodMaxClamp: 1.75 },
        { baseMipLevel: 1, lodMinClamp: 0, lodMaxClamp: 1 },
        { baseMipLevel: 0, lodMinClamp: 0, lodMaxClamp: 1 },
        { baseMipLevel: 0, lodMinClamp: 1, lodMaxClamp: 2 },
      ])
  )
  .fn(async t => {
    const {
      format,
      stage,
      samplePoints,
      filt: minFilter,
      baseMipLevel,
      lodMaxClamp,
      lodMinClamp,
    } = 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 viewDescriptor = { baseMipLevel };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const softwareTexture = { texels, descriptor, viewDescriptor };
    const sampler: GPUSamplerDescriptor = {
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
      lodMinClamp,
      lodMaxClamp,
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      sampler,
      softwareTexture,
      mipLevel: { num: texture.mipLevelCount, type: 'f32' },
      hashInputs: [stage, format, samplePoints, minFilter, baseMipLevel, lodMinClamp, lodMaxClamp],
    }).map(({ coords, mipLevel, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_2d', 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/#texturesamplelevel')
  .desc(
    `
C is i32 or u32

fn textureSampleLevel(t: texture_2d_array<f32>, s: sampler, coords: vec2<f32>, array_index: A, level: f32) -> vec4<f32>
fn textureSampleLevel(t: texture_2d_array<f32>, s: sampler, coords: vec2<f32>, array_index: A, level: f32, offset: vec2<i32>) -> vec4<f32>

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * array_index The 0-based texture array index to sample.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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 => isPotentiallyFilterableAndFillable(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('A', ['i32', 'u32'] as const)
      .combine('depthOrArrayLayers', [1, 8] as const)
  )
  .fn(async t => {
    const {
      format,
      stage,
      samplePoints,
      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,
      sampler,
      descriptor,
      mipLevel: { num: texture.mipLevelCount, type: 'f32' },
      arrayIndex: { num: texture.depthOrArrayLayers, type: A },
      offset,
      hashInputs: [stage, format, samplePoints, A, modeU, modeV, minFilter, offset],
    }).map(({ coords, mipLevel, arrayIndex, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        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_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
fn textureSampleLevel(t: texture_3d<f32>, s: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel(t: texture_3d<f32>, s: sampler, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32>
fn textureSampleLevel(t: texture_cube<f32>, s: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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 => isPotentiallyFilterableAndFillable(t.format))
      .combine('dim', ['3d', 'cube'] as const)
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('mode', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .filter(t => t.dim !== 'cube' || t.offset !== true)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .filter(t => t.samplePoints !== 'cube-edges' || t.dim !== '3d')
  )
  .fn(async t => {
    const {
      format,
      dim: viewDimension,
      stage,
      samplePoints,
      mode,
      filt: minFilter,
      offset,
    } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
    t.skipIfTextureFormatAndViewDimensionNotCompatible(format, viewDimension);

    const [width, height] = chooseTextureSize({ minSize: 32, minBlocks: 2, format, viewDimension });
    const depthOrArrayLayers = getDepthOrArrayLayersForViewDimension(viewDimension);

    const descriptor: GPUTextureDescriptor = {
      format,
      dimension: viewDimension === '3d' ? '3d' : '2d',
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size: { width, height, depthOrArrayLayers },
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const softwareTexture = { texels, descriptor, viewDescriptor };
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
      addressModeW: kShortAddressModeToAddressMode[mode],
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
    };
    const hashInputs = [stage, format, viewDimension, samplePoints, mode, minFilter, offset];
    const calls: TextureCall<vec3>[] = (
      viewDimension === '3d'
        ? generateTextureBuiltinInputs3D(50, {
            method: samplePoints as SamplePointMethods,
            sampler,
            softwareTexture,
            mipLevel: { num: texture.mipLevelCount, type: 'f32' },
            offset,
            hashInputs,
          })
        : generateSamplePointsCube(50, {
            method: samplePoints,
            sampler,
            softwareTexture,
            mipLevel: { num: texture.mipLevelCount, type: 'f32' },
            hashInputs,
          })
    ).map(({ coords, mipLevel, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        offset,
      };
    });
    const textureType = getTextureTypeForTextureViewDimension(viewDimension);
    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,lodClamp')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
tests textureSampleLevel with 3d coordinates and various combinations of
baseMipLevel, lodMinClamp, and lodMaxClamp, with an dwithout filtering.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isPotentiallyFilterableAndFillable(t.format))
      .combine('dim', ['3d', 'cube'] as const)
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .filter(t => t.samplePoints !== 'cube-edges' || t.dim !== '3d')
      .combineWithParams([
        { baseMipLevel: 0, lodMinClamp: 0, lodMaxClamp: 2 },
        { baseMipLevel: 0, lodMinClamp: 0.25, lodMaxClamp: 1.75 },
        { baseMipLevel: 1, lodMinClamp: 0, lodMaxClamp: 1 },
        { baseMipLevel: 0, lodMinClamp: 0, lodMaxClamp: 1 },
        { baseMipLevel: 0, lodMinClamp: 1, lodMaxClamp: 2 },
      ])
  )
  .fn(async t => {
    const {
      format,
      dim: viewDimension,
      stage,
      samplePoints,
      filt: minFilter,
      baseMipLevel,
      lodMaxClamp,
      lodMinClamp,
    } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
    t.skipIfTextureFormatAndViewDimensionNotCompatible(format, viewDimension);

    const [width, height] = chooseTextureSize({ minSize: 32, minBlocks: 2, format, viewDimension });
    const depthOrArrayLayers = getDepthOrArrayLayersForViewDimension(viewDimension);

    const descriptor: GPUTextureDescriptor = {
      format,
      dimension: viewDimension === '3d' ? '3d' : '2d',
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
      size: { width, height, depthOrArrayLayers },
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
    };
    const viewDescriptor = {
      dimension: viewDimension,
      baseMipLevel,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const softwareTexture = { texels, descriptor, viewDescriptor };
    const sampler: GPUSamplerDescriptor = {
      minFilter,
      magFilter: minFilter,
      mipmapFilter: minFilter,
      lodMinClamp,
      lodMaxClamp,
    };
    const hashInputs = [
      stage,
      format,
      viewDimension,
      samplePoints,
      minFilter,
      baseMipLevel,
      lodMinClamp,
      lodMaxClamp,
    ];
    const calls: TextureCall<vec3>[] = (
      viewDimension === '3d'
        ? generateTextureBuiltinInputs3D(50, {
            method: samplePoints as SamplePointMethods,
            sampler,
            softwareTexture,
            mipLevel: { num: texture.mipLevelCount, type: 'f32' },
            hashInputs,
          })
        : generateSamplePointsCube(50, {
            method: samplePoints,
            sampler,
            softwareTexture,
            mipLevel: { num: texture.mipLevelCount, type: 'f32' },
            hashInputs,
          })
    ).map(({ coords, mipLevel, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        offset,
      };
    });
    const textureType = getTextureTypeForTextureViewDimension(viewDimension);
    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/#texturesamplelevel')
  .desc(
    `
A is i32 or u32

fn textureSampleLevel(t: texture_cube_array<f32>, s: sampler, coords: vec3<f32>, array_index: A, level: f32) -> vec4<f32>

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * array_index The 0-based texture array index to sample.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.

- TODO: set mipLevelCount to 3 for cubemaps. See MAINTENANCE_TODO below

  The issue is sampling a corner of a cubemap is undefined. We try to quantize coordinates
  so we never get a corner but when sampling smaller mip levels that's more difficult.

  * Solution 1: Fix the quantization
  * Solution 2: special case checking cube corners. Expect some value between the color of the 3 corner texels.
`
  )
  .params(u =>
    u
      .combine('stage', kShortShaderStages)
      .combine('format', kAllTextureFormats)
      .filter(t => isPotentiallyFilterableAndFillable(t.format))
      .combine('filt', ['nearest', 'linear'] as const)
      .filter(t => t.filt === 'nearest' || isTextureFormatPossiblyFilterableAsTextureF32(t.format))
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .combine('A', ['i32', 'u32'] as const)
  )
  .fn(async t => {
    const { format, stage, samplePoints, A, mode, filt: minFilter } = t.params;
    skipIfTextureFormatNotSupportedOrNeedsFilteringAndIsUnfilterable(t, minFilter, format);
    t.skipIfTextureViewDimensionNotSupported('cube-array');

    const viewDimension: GPUTextureViewDimension = 'cube-array';
    const size = chooseTextureSize({
      minSize: 32,
      minBlocks: 4,
      format,
      viewDimension,
    });
    const descriptor: GPUTextureDescriptor = {
      format,
      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,
      mipLevel: { num: texture.mipLevelCount, type: 'f32' },
      arrayIndex: { num: texture.depthOrArrayLayers / 6, type: A },
      hashInputs: [stage, format, viewDimension, A, samplePoints, mode, minFilter],
    }).map(({ coords, mipLevel, arrayIndex }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: 'f',
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType = getTextureTypeForTextureViewDimension(viewDimension);
    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/#texturesamplelevel')
  .desc(
    `
L is i32 or u32

fn textureSampleLevel(t: texture_depth_2d, s: sampler, coords: vec2<f32>, level: L) -> f32
fn textureSampleLevel(t: texture_depth_2d, s: sampler, coords: vec2<f32>, level: L, offset: vec2<i32>) -> f32

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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('mode', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
      .combine('L', ['i32', 'u32'] as const)
  )
  .fn(async t => {
    const { format, stage, samplePoints, mode, L, offset } = t.params;
    t.skipIfTextureFormatNotSupported(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 },
      mipLevelCount: 3,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
    };
    const { texels, texture } = await createTextureWithRandomDataAndGetTexels(t, descriptor);
    const sampler: GPUSamplerDescriptor = {
      addressModeU: kShortAddressModeToAddressMode[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      sampler,
      descriptor,
      mipLevel: { num: texture.mipLevelCount, type: L },
      offset,
      hashInputs: [stage, format, samplePoints, mode, L, offset],
    }).map(({ coords, mipLevel, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: L === 'i32' ? 'i' : 'u',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_depth_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('depth_array_2d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
A is i32 or u32
L is i32 or u32

fn textureSampleLevel(t: texture_depth_2d_array, s: sampler, coords: vec2<f32>, array_index: A, level: L) -> f32
fn textureSampleLevel(t: texture_depth_2d_array, s: sampler, coords: vec2<f32>, array_index: A, level: L, offset: vec2<i32>) -> f32

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * array_index The 0-based texture array index to sample.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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('mode', kShortAddressModes)
      .combine('offset', [false, true] as const)
      .beginSubcases()
      .combine('samplePoints', kSamplePointMethods)
      .combine('A', ['i32', 'u32'] as const)
      .combine('L', ['i32', 'u32'] as const)
      .combine('depthOrArrayLayers', [1, 8] as const)
  )
  .fn(async t => {
    const { format, stage, samplePoints, mode, A, L, offset, depthOrArrayLayers } = t.params;
    t.skipIfTextureFormatNotSupported(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[mode],
      addressModeV: kShortAddressModeToAddressMode[mode],
    };

    const calls: TextureCall<vec2>[] = generateTextureBuiltinInputs2D(50, {
      method: samplePoints,
      sampler,
      descriptor,
      arrayIndex: { num: texture.depthOrArrayLayers, type: A },
      mipLevel: { num: texture.mipLevelCount, type: L },
      offset,
      hashInputs: [stage, format, samplePoints, mode, L, A, offset],
    }).map(({ coords, mipLevel, arrayIndex, offset }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: L === 'i32' ? 'i' : 'u',
        arrayIndex,
        arrayIndexType: A === 'i32' ? 'i' : 'u',
        offset,
      };
    });
    const textureType = appendComponentTypeForFormatToTextureType('texture_depth_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('depth_3d_coords')
  .specURL('https://www.w3.org/TR/WGSL/#texturesamplelevel')
  .desc(
    `
L is i32 or u32
A is i32 or u32

fn textureSampleLevel(t: texture_depth_cube, s: sampler, coords: vec3<f32>, level: L) -> f32
fn textureSampleLevel(t: texture_depth_cube_array, s: sampler, coords: vec3<f32>, array_index: A, level: L) -> f32

Parameters:
 * t  The sampled or depth texture to sample.
 * s  The sampler type.
 * coords The texture coordinates used for sampling.
 * level
    * The mip level, with level 0 containing a full size version of the texture.
    * For the functions where level is a f32, fractional values may interpolate between
      two levels if the format is filterable according to the Texture Format Capabilities.
    * When not specified, mip level 0 is sampled.
 * 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))
      .combineWithParams([
        { viewDimension: 'cube' },
        { viewDimension: 'cube-array', A: 'i32' },
        { viewDimension: 'cube-array', A: 'u32' },
      ] as const)
      .combine('mode', kShortAddressModes)
      .beginSubcases()
      .combine('samplePoints', kCubeSamplePointMethods)
      .combine('L', ['i32', 'u32'] as const)
  )
  .fn(async t => {
    const { format, stage, viewDimension, samplePoints, A, L, mode } = t.params;
    t.skipIfTextureFormatNotSupported(format);
    t.skipIfDepthTextureCanNotBeUsedWithNonComparisonSampler();
    t.skipIfTextureViewDimensionNotSupported(viewDimension);

    const size = chooseTextureSize({
      minSize: 32,
      minBlocks: 4,
      format,
      viewDimension,
    });
    const descriptor: GPUTextureDescriptor = {
      format,
      size,
      usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING,
      mipLevelCount: 3,
      ...(t.isCompatibility && { textureBindingViewDimension: viewDimension }),
    };
    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,
      mipLevel: { num: texture.mipLevelCount - 1, type: L },
      arrayIndex: A ? { num: texture.depthOrArrayLayers / 6, type: A } : undefined,
      hashInputs: [stage, format, viewDimension, samplePoints, mode],
    }).map(({ coords, mipLevel, arrayIndex }) => {
      return {
        builtin: 'textureSampleLevel',
        coordType: 'f',
        coords,
        mipLevel,
        levelType: L === 'i32' ? 'i' : 'u',
        arrayIndex,
        arrayIndexType: A ? (A === 'i32' ? 'i' : 'u') : undefined,
      };
    });
    const viewDescriptor = {
      dimension: viewDimension,
    };
    const textureType =
      viewDimension === 'cube' ? 'texture_depth_cube' : '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);
  });