dawn-cmake/test/tint/bug/dawn/947.wgsl.expected.glsl
James Price 35f0fcaac0 tint/uniformity: Use non-recursive graph traversal
Fixes a stack overflow when traversing particularly deep graphs.

This changes the iteration order which changes some of the diagnostic
notes, but the diagnostics are still correct and deterministic so it
does not matter.

Fixed: chromium:47418
Change-Id: I2def633b6d96d1525027f7929b0fa0a6fba0efeb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/90140
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2022-05-16 11:53:25 +00:00

94 lines
2.5 KiB
GLSL

bug/dawn/947.wgsl:59:20 warning: 'textureSample' must only be called from uniform control flow
var srcColor = textureSample(myTexture, mySampler, texcoord);
^^^^^^^^^^^^^
bug/dawn/947.wgsl:55:5 note: control flow depends on non-uniform value
if (!all(clampedTexcoord == texcoord)) {
^^
bug/dawn/947.wgsl:55:33 note: reading from user-defined input 'texcoord' may result in a non-uniform value
if (!all(clampedTexcoord == texcoord)) {
^^^^^^^^
#version 310 es
layout(location = 0) out vec2 texcoords_1;
struct Uniforms {
vec2 u_scale;
vec2 u_offset;
};
layout(binding = 0) uniform Uniforms_1 {
vec2 u_scale;
vec2 u_offset;
} uniforms;
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
VertexOutputs vs_main(uint VertexIndex) {
vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f);
bool flipY = (uniforms.u_scale.y < 0.0f);
if (flipY) {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
} else {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
}
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutputs inner_result = vs_main(uint(gl_VertexID));
texcoords_1 = inner_result.texcoords;
gl_Position = inner_result.position;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
layout(location = 0) in vec2 texcoord_1;
layout(location = 0) out vec4 value;
struct Uniforms {
vec2 u_scale;
vec2 u_offset;
};
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
bool tint_discard = false;
uniform highp sampler2D myTexture_mySampler;
vec4 fs_main(vec2 texcoord) {
vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f, 0.0f), vec2(1.0f, 1.0f));
if (!(all(equal(clampedTexcoord, texcoord)))) {
tint_discard = true;
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
vec4 srcColor = texture(myTexture_mySampler, texcoord);
return srcColor;
}
void tint_discard_func() {
discard;
}
void main() {
vec4 inner_result = fs_main(texcoord_1);
if (tint_discard) {
tint_discard_func();
return;
}
value = inner_result;
return;
}