dawn-cmake/test/tint/bug/tint/1118.wgsl.expected.fxc.hlsl

135 lines
4.5 KiB
HLSL

bug/tint/1118.wgsl:64:31 warning: 'dpdx' must only be called from uniform control flow
normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
^^^^
bug/tint/1118.wgsl:47:3 note: control flow depends on non-uniform value
if ((x_9 > 0.0)) {
^^
bug/tint/1118.wgsl:46:19 note: reading from module-scope private variable 'fClipDistance3' may result in a non-uniform value
let x_9 : f32 = fClipDistance3;
^^^^^^^^^^^^^^
static float fClipDistance3 = 0.0f;
static float fClipDistance4 = 0.0f;
cbuffer cbuffer_x_29 : register(b0, space0) {
uint4 x_29[1];
};
cbuffer cbuffer_x_49 : register(b1, space0) {
uint4 x_49[3];
};
cbuffer cbuffer_x_137 : register(b2, space0) {
uint4 x_137[1];
};
static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
static bool tint_discard = false;
void main_1() {
float3 viewDirectionW = float3(0.0f, 0.0f, 0.0f);
float4 baseColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 diffuseColor = float3(0.0f, 0.0f, 0.0f);
float alpha = 0.0f;
float3 normalW = float3(0.0f, 0.0f, 0.0f);
float2 uvOffset = float2(0.0f, 0.0f);
float3 baseAmbientColor = float3(0.0f, 0.0f, 0.0f);
float glossiness = 0.0f;
float3 diffuseBase = float3(0.0f, 0.0f, 0.0f);
float shadow = 0.0f;
float4 refractionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 reflectionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 emissiveColor = float3(0.0f, 0.0f, 0.0f);
float3 finalDiffuse = float3(0.0f, 0.0f, 0.0f);
float3 finalSpecular = float3(0.0f, 0.0f, 0.0f);
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
if ((fClipDistance3 > 0.0f)) {
tint_discard = true;
return;
}
if ((fClipDistance4 > 0.0f)) {
tint_discard = true;
return;
}
const float4 x_34 = asfloat(x_29[0]);
const float3 x_38 = (0.0f).xxx;
viewDirectionW = normalize((float3(x_34.x, x_34.y, x_34.z) - x_38));
baseColor = (1.0f).xxxx;
const float4 x_52 = asfloat(x_49[0]);
diffuseColor = float3(x_52.x, x_52.y, x_52.z);
const float x_60 = asfloat(x_49[0].w);
alpha = x_60;
const float3 x_62 = (0.0f).xxx;
const float3 x_64 = (0.0f).xxx;
normalW = normalize(-(cross(ddx(x_62), ddy(x_64))));
uvOffset = (0.0f).xx;
const float4 x_74 = (0.0f).xxxx;
const float4 x_76 = baseColor;
const float3 x_78 = (float3(x_76.x, x_76.y, x_76.z) * float3(x_74.x, x_74.y, x_74.z));
baseColor = float4(x_78.x, x_78.y, x_78.z, baseColor.w);
baseAmbientColor = (1.0f).xxx;
glossiness = 0.0f;
diffuseBase = (0.0f).xxx;
shadow = 1.0f;
refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
const float3 x_94 = asfloat(x_49[2].xyz);
emissiveColor = x_94;
const float3 x_96 = diffuseBase;
const float3 x_97 = diffuseColor;
const float3 x_99 = emissiveColor;
const float3 x_103 = asfloat(x_49[1].xyz);
const float4 x_108 = baseColor;
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), (0.0f).xxx, (1.0f).xxx) * float3(x_108.x, x_108.y, x_108.z));
finalSpecular = (0.0f).xxx;
const float4 x_118 = reflectionColor;
const float4 x_121 = refractionColor;
const float3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + float3(x_118.x, x_118.y, x_118.z)) + float3(x_121.x, x_121.y, x_121.z));
color = float4(x_123.x, x_123.y, x_123.z, alpha);
const float4 x_129 = color;
const float3 x_132 = max(float3(x_129.x, x_129.y, x_129.z), (0.0f).xxx);
color = float4(x_132.x, x_132.y, x_132.z, color.w);
const float x_140 = asfloat(x_137[0].x);
const float x_142 = color.w;
color.w = (x_142 * x_140);
glFragColor = color;
return;
}
struct main_out {
float4 glFragColor_1;
};
struct tint_symbol_1 {
float fClipDistance3_param : TEXCOORD2;
float fClipDistance4_param : TEXCOORD3;
};
struct tint_symbol_2 {
float4 glFragColor_1 : SV_Target0;
};
main_out main_inner(float fClipDistance3_param, float fClipDistance4_param) {
fClipDistance3 = fClipDistance3_param;
fClipDistance4 = fClipDistance4_param;
main_1();
if (tint_discard) {
const main_out tint_symbol_8 = (main_out)0;
return tint_symbol_8;
}
const main_out tint_symbol_9 = {glFragColor};
return tint_symbol_9;
}
void tint_discard_func() {
discard;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.fClipDistance3_param, tint_symbol.fClipDistance4_param);
if (tint_discard) {
tint_discard_func();
const tint_symbol_2 tint_symbol_10 = (tint_symbol_2)0;
return tint_symbol_10;
}
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
return wrapper_result;
}