83 lines
2.6 KiB
HLSL
83 lines
2.6 KiB
HLSL
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:54:15 note: reading from user-defined input 'texcoord' may result in a non-uniform value
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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^^^^^^^^
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cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[1];
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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};
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struct tint_symbol_2 {
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float2 texcoords : TEXCOORD0;
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float4 position : SV_Position;
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};
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VertexOutputs vs_main_inner(uint VertexIndex) {
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float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
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VertexOutputs output = (VertexOutputs)0;
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output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
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bool flipY = (asfloat(uniforms[0].y) < 0.0f);
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if (flipY) {
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output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw));
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}
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return output;
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}
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tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
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const VertexOutputs inner_result = vs_main_inner(tint_symbol.VertexIndex);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.texcoords = inner_result.texcoords;
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wrapper_result.position = inner_result.position;
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return wrapper_result;
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}
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SamplerState mySampler : register(s1, space0);
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Texture2D<float4> myTexture : register(t2, space0);
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struct tint_symbol_4 {
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float2 texcoord : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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static bool tint_discard = false;
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float4 fs_main_inner(float2 texcoord) {
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float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
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if (!(all((clampedTexcoord == texcoord)))) {
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tint_discard = true;
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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float4 srcColor = myTexture.Sample(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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tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
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const float4 inner_result_1 = fs_main_inner(tint_symbol_3.texcoord);
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if (tint_discard) {
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tint_discard_func();
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const tint_symbol_5 tint_symbol_8 = (tint_symbol_5)0;
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return tint_symbol_8;
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}
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tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0;
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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