Check the contents of a GPUTexture by reading it back (with copyTextureToBuffer+mapAsync), then
comparing the data with the data in expTexelView.
The actual and expected texture data are both converted to the "NormalULPFromZero" format,
which is a signed number representing how far the number is from zero, in ULPs, skipping
subnormal numbers (where ULP is defined for float, normalized, and integer formats).
Check the contents of a GPUTexture by reading it back (with copyTextureToBuffer+mapAsync), then comparing the data with the data in
expTexelView
.The actual and expected texture data are both converted to the "NormalULPFromZero" format, which is a signed number representing how far the number is from zero, in ULPs, skipping subnormal numbers (where ULP is defined for float, normalized, and integer formats).