//TEST:REFLECTION(filecheck=REFLECT):-stage compute -entry computeMain -target wgsl -no-codegen //TEST:SIMPLE(filecheck=SPV): -target spirv -emit-spirv-directly //TEST:SIMPLE(filecheck=SPV): -target spirv -emit-spirv-via-glsl //TEST:SIMPLE(filecheck=CHECK): -target wgsl -entry computeMain -stage compute //TEST:SIMPLE(filecheck=CHECK-WGSL-SPV): -target wgsl-spirv-asm -entry computeMain -stage compute //TEST:SIMPLE(filecheck=HLSL): -target hlsl -entry computeMain -profile cs_6_0 //TEST:SIMPLE(filecheck=GLSL): -target glsl -entry computeMain -stage compute // CHECK: texture_storage_2d // CHECK-WGSL-SPV: OpDecorate {{.*}} NonReadable // CHECK-WGSL-SPV: OpTypeImage %float 2D {{.}} 0 0 2 Rgba8 // SPV: OpDecorate {{.*}} NonReadable // SPV: OpTypeImage %float 2D {{.}} 0 0 2 Rgba8 // HLSL: RWTexture2D // GLSL: writeonly // GLSL: image2D // REFLECT: "name": "writeOnlyTexture" // REFLECT: "access": "write" [format("rgba8")] WTexture2D writeOnlyTexture; [shader("compute")] void computeMain() { writeOnlyTexture.Store(int2(0,0), float4(0.2, 0.3, 0.4, 1.0)); }