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Since GLSL ES does not support the offset= attribute, struct members with explicit @align or @size attributes require adding explicit padding members. This in turn requires rewriting any constructor calls to initialize the new padding to zero, handled in the same transform. Note that this is currently overly-verbose, and will add padding where GLSL doesn't technically need it (e.g., padding a vec3 out to 16 bytes). Bug: tint:1415 Change-Id: Ia9ba513066a0e84f4c43247fcbbe02f5fadd6630 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101720 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
89 lines
2.4 KiB
GLSL
89 lines
2.4 KiB
GLSL
bug/dawn/947.wgsl:59:20 warning: 'textureSample' must only be called from uniform control flow
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var srcColor = textureSample(myTexture, mySampler, texcoord);
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^^^^^^^^^^^^^
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bug/dawn/947.wgsl:55:5 note: control flow depends on non-uniform value
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if (!all(clampedTexcoord == texcoord)) {
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^^
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bug/dawn/947.wgsl:55:33 note: reading from user-defined input 'texcoord' may result in a non-uniform value
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if (!all(clampedTexcoord == texcoord)) {
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^^^^^^^^
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#version 310 es
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layout(location = 0) out vec2 texcoords_1;
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layout(binding = 0, std140) uniform Uniforms_ubo {
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vec2 u_scale;
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vec2 u_offset;
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} uniforms;
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struct VertexOutputs {
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vec2 texcoords;
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vec4 position;
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};
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VertexOutputs vs_main(uint VertexIndex) {
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vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
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VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f)), 0.0f, 1.0f);
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bool flipY = (uniforms.u_scale.y < 0.0f);
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if (flipY) {
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tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
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} else {
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tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
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}
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return tint_symbol;
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}
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void main() {
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gl_PointSize = 1.0;
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VertexOutputs inner_result = vs_main(uint(gl_VertexID));
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texcoords_1 = inner_result.texcoords;
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gl_Position = inner_result.position;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec2 texcoord_1;
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layout(location = 0) out vec4 value;
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struct Uniforms {
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vec2 u_scale;
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vec2 u_offset;
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};
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struct VertexOutputs {
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vec2 texcoords;
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vec4 position;
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};
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bool tint_discard = false;
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uniform highp sampler2D myTexture_mySampler;
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vec4 fs_main(vec2 texcoord) {
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vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f), vec2(1.0f));
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if (!(all(equal(clampedTexcoord, texcoord)))) {
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tint_discard = true;
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return vec4(0.0f);
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}
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vec4 srcColor = texture(myTexture_mySampler, texcoord);
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return srcColor;
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}
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void tint_discard_func() {
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discard;
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}
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void main() {
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vec4 inner_result = fs_main(texcoord_1);
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if (tint_discard) {
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tint_discard_func();
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return;
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}
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value = inner_result;
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return;
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}
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