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Some drivers have difficulty with the following. Particularly with depth-stencil textures. We should make sure it has some test coverage:
Making a texture view and then using it (sampling, depth-stencil attachment), offset at a non-zero mip level or array layer
Making a texture view, and sampling from it using textureLoad on texture_2d_array in the shader with various zero, and nonzero array_index and level args.
Some planning is needed here, then maybe split up the task into smaller tasks.
Can add basic tests, but full tests will benefit from the generalized texture write helpers which is more complex. #881
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