SD0015
Core code
array-texture layer must be an integer
The registry text and every compiler message on these pages are the compiler's own English.
In the front end
A "use typeshade" file never reaches this check with the same mistake: the front end refuses it first, under its own code. This program, compiled at build time, gets:
"use typeshade"
declare const tex: texture_2d_array<f32>declare const smp: sampler
@fragmentexport function main(@location(0) uv: vec2): vec4 { return textureSample(tex, smp, uv, 1.5)}TS8041 error, line 8: A texture layer must be a whole number of 0 or more, got 1.5. WGSL rejects a fractional or negative one and GLSL ES 3.00 silently rounds it, so the two targets would disagree.
How to fix it
The registry's hint: a fractional layer literal is a naga compile error in WGSL but silently rounds in GLSL (layer = floor(z + 0.5), so 1.5 reads layer 2) — the backends would diverge; pass an integer, or an i32/u32 node
See also
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TS8041TEXTURE_ARGUMENT - A plain argument of a texture read that the target has no overload for: a coordinate or gradient of the wrong width for the texture's dim or of an element kind the read does not take (a sampled read is by normalised
f32, a texel fetch by wholei32/u32texel), a layer, mip level or sample index that is not an integer or is not a whole number of 0 or more, and alevel,biasordepth_refthat is not anf32.
Source
Where the compiler raises this code at commit 26de7be8, one line per file:
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src/core/ir/node.ts:1977(2 sites)