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This implements the uniformity analysis as currently described in the WGSL specification. Uniformity issues are presented as warnings, and will be switched to errors in a future release. A follow-up patch will improve the error messages, which currently just show the point at which a uniformity was detected. In a future release, once we have obtained initial feedback from users, uniformity issues will become errors. Bug: tint:880 Change-Id: I7d0b3080932c786c5d50b55720fec6d19f00d356 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/88368 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Alan Baker <alanbaker@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
30 lines
958 B
WebGPU Shading Language
30 lines
958 B
WebGPU Shading Language
bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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^^^^^^^^^^^^^
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@group(0) @binding(0) var Sampler : sampler;
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@group(0) @binding(1) var randomTexture : texture_2d<f32>;
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@group(0) @binding(2) var depthTexture : texture_2d<f32>;
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@stage(fragment)
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fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
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let random : vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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var i = 0;
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loop {
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if ((i < 1)) {
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} else {
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break;
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}
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let offset : vec3<f32> = vec3<f32>(random.x);
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if (((((offset.x < 0.0) || (offset.y < 0.0)) || (offset.x > 1.0)) || (offset.y > 1.0))) {
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i = (i + 1);
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continue;
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}
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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i = (i + 1);
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}
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return vec4<f32>(1.0);
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}
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