dawn-cmake/test/tint/bug/dawn/947.wgsl.expected.dxc.hlsl

87 lines
2.7 KiB
HLSL

bug/dawn/947.wgsl:59:20 warning: 'textureSample' must only be called from uniform control flow
var srcColor = textureSample(myTexture, mySampler, texcoord);
^^^^^^^^^^^^^
bug/dawn/947.wgsl:55:5 note: control flow depends on non-uniform value
if (!all(clampedTexcoord == texcoord)) {
^^
bug/dawn/947.wgsl:55:33 note: reading from user-defined input 'texcoord' may result in a non-uniform value
if (!all(clampedTexcoord == texcoord)) {
^^^^^^^^
cbuffer cbuffer_uniforms : register(b0, space0) {
uint4 uniforms[1];
};
struct VertexOutputs {
float2 texcoords;
float4 position;
};
struct tint_symbol_1 {
uint VertexIndex : SV_VertexID;
};
struct tint_symbol_2 {
float2 texcoords : TEXCOORD0;
float4 position : SV_Position;
};
VertexOutputs vs_main_inner(uint VertexIndex) {
float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
VertexOutputs output = (VertexOutputs)0;
output.position = float4(((texcoord[VertexIndex] * 2.0f) - (1.0f).xx), 0.0f, 1.0f);
bool flipY = (asfloat(uniforms[0].y) < 0.0f);
if (flipY) {
output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
} else {
output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
}
return output;
}
tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
const VertexOutputs inner_result = vs_main_inner(tint_symbol.VertexIndex);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.texcoords = inner_result.texcoords;
wrapper_result.position = inner_result.position;
return wrapper_result;
}
SamplerState mySampler : register(s1, space0);
Texture2D<float4> myTexture : register(t2, space0);
struct tint_symbol_4 {
float2 texcoord : TEXCOORD0;
};
struct tint_symbol_5 {
float4 value : SV_Target0;
};
static bool tint_discard = false;
float4 fs_main_inner(float2 texcoord) {
float2 clampedTexcoord = clamp(texcoord, (0.0f).xx, (1.0f).xx);
if (!(all((clampedTexcoord == texcoord)))) {
tint_discard = true;
return (0.0f).xxxx;
}
float4 srcColor = myTexture.Sample(mySampler, texcoord);
return srcColor;
}
void tint_discard_func() {
discard;
}
tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
const float4 inner_result_1 = fs_main_inner(tint_symbol_3.texcoord);
if (tint_discard) {
tint_discard_func();
const tint_symbol_5 tint_symbol_8 = (tint_symbol_5)0;
return tint_symbol_8;
}
tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0;
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}