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Removing the need "non-filtering" samplers #1562

@Kangz

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@Kangz

This came up in a discussion with @ben-clayton about GPUBindGroupLayoutEntry (mostly his idea really). I kinda recall @kvark suggested something similar in the past too.

Right now we have the concept of non-filtering samplers but it isn't exposed in WGSL. The idea is that since there are non-filterable float formats, we should check at pipeline compilation time that there aren't any texture binding with "unfilterable-float" sample type statically used by a "filtering" sampler.

What if instead we disallowed "unfilterable-float" from being used with a sampler at all in the shader. This would mean that at pipeline creation time we would check that none of the "unfilterable-float" textures are used with one of the textureSample* builtin functions. This makes the validation more tractable and much less error prone.

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