bug/dawn/947.wgsl:59:20 warning: 'textureSample' must only be called from uniform control flow var srcColor = textureSample(myTexture, mySampler, texcoord); ^^^^^^^^^^^^^ #include using namespace metal; struct Uniforms { /* 0x0000 */ float2 u_scale; /* 0x0008 */ float2 u_offset; }; struct VertexOutputs { float2 texcoords; float4 position; }; struct tint_symbol { float2 texcoords [[user(locn0)]]; float4 position [[position]]; }; struct tint_array_wrapper { float2 arr[3]; }; VertexOutputs vs_main_inner(uint VertexIndex, const constant Uniforms* const tint_symbol_5) { tint_array_wrapper texcoord = {.arr={float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}}; VertexOutputs output = {}; output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); bool flipY = ((*(tint_symbol_5)).u_scale[1] < 0.0f); if (flipY) { output.texcoords = ((((texcoord.arr[VertexIndex] * (*(tint_symbol_5)).u_scale) + (*(tint_symbol_5)).u_offset) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); } else { output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * (*(tint_symbol_5)).u_scale) + (*(tint_symbol_5)).u_offset); } return output; } vertex tint_symbol vs_main(const constant Uniforms* tint_symbol_6 [[buffer(0)]], uint VertexIndex [[vertex_id]]) { VertexOutputs const inner_result = vs_main_inner(VertexIndex, tint_symbol_6); tint_symbol wrapper_result = {}; wrapper_result.texcoords = inner_result.texcoords; wrapper_result.position = inner_result.position; return wrapper_result; } struct tint_symbol_2 { float2 texcoord [[user(locn0)]]; }; struct tint_symbol_3 { float4 value [[color(0)]]; }; float4 fs_main_inner(float2 texcoord, thread bool* const tint_symbol_7, texture2d tint_symbol_8, sampler tint_symbol_9) { float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); if (!(all((clampedTexcoord == texcoord)))) { *(tint_symbol_7) = true; return float4(); } float4 srcColor = tint_symbol_8.sample(tint_symbol_9, texcoord); return srcColor; } void tint_discard_func() { discard_fragment(); } fragment tint_symbol_3 fs_main(texture2d tint_symbol_11 [[texture(0)]], sampler tint_symbol_12 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { thread bool tint_symbol_10 = false; float4 const inner_result_1 = fs_main_inner(tint_symbol_1.texcoord, &(tint_symbol_10), tint_symbol_11, tint_symbol_12); if (tint_symbol_10) { tint_discard_func(); tint_symbol_3 const tint_symbol_4 = {}; return tint_symbol_4; } tint_symbol_3 wrapper_result_1 = {}; wrapper_result_1.value = inner_result_1; return wrapper_result_1; }