SD0015
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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:

example.shade.ts
"use typeshade"
declare const tex: texture_2d_array<f32>
declare const smp: sampler
@fragment
export 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

TS8041 TEXTURE_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 whole i32/u32 texel), a layer, mip level or sample index that is not an integer or is not a whole number of 0 or more, and a level, bias or depth_ref that is not an f32.

Source

Where the compiler raises this code at commit 26de7be8, one line per file:

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