mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-03 13:11:34 +00:00
Add additional nodes to capture places where control flow is changed (if, switch, for, short-circuiting op, function call), and use these to show the actual point at which control flow became non-uniform as a result of a non-uniform value. Do this recursively, to capture cases where control flow becomes non-uniform after a function call statement. Bug: tint:880 Change-Id: Ied92d690f98a5c11a1892eef500a50d0f123943d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/89862 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
61 lines
1.9 KiB
HLSL
61 lines
1.9 KiB
HLSL
bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow
|
|
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
|
|
^^^^^^^^^^^^^
|
|
|
|
bug/fxc/gradient_in_varying_loop/1112.wgsl:18:28 note: control flow depends on non-uniform value
|
|
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
|
|
^^
|
|
|
|
bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform
|
|
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
|
|
^^^^^^^^^^^^^
|
|
|
|
SamplerState tint_symbol : register(s0, space0);
|
|
Texture2D<float4> randomTexture : register(t1, space0);
|
|
Texture2D<float4> depthTexture : register(t2, space0);
|
|
|
|
struct tint_symbol_2 {
|
|
float2 vUV : TEXCOORD0;
|
|
};
|
|
struct tint_symbol_3 {
|
|
float4 value : SV_Target0;
|
|
};
|
|
|
|
float4 main_inner(float2 vUV) {
|
|
const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb;
|
|
int i = 0;
|
|
[loop] while (true) {
|
|
if ((i < 1)) {
|
|
} else {
|
|
break;
|
|
}
|
|
const float3 offset = float3((random.x).xxx);
|
|
bool tint_tmp_2 = (offset.x < 0.0f);
|
|
if (!tint_tmp_2) {
|
|
tint_tmp_2 = (offset.y < 0.0f);
|
|
}
|
|
bool tint_tmp_1 = (tint_tmp_2);
|
|
if (!tint_tmp_1) {
|
|
tint_tmp_1 = (offset.x > 1.0f);
|
|
}
|
|
bool tint_tmp = (tint_tmp_1);
|
|
if (!tint_tmp) {
|
|
tint_tmp = (offset.y > 1.0f);
|
|
}
|
|
if ((tint_tmp)) {
|
|
i = (i + 1);
|
|
continue;
|
|
}
|
|
const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
|
|
i = (i + 1);
|
|
}
|
|
return float4((1.0f).xxxx);
|
|
}
|
|
|
|
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
|
|
const float4 inner_result = main_inner(tint_symbol_1.vUV);
|
|
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
|
|
wrapper_result.value = inner_result;
|
|
return wrapper_result;
|
|
}
|