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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>
50 lines
2.0 KiB
Plaintext
50 lines
2.0 KiB
Plaintext
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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bug/fxc/gradient_in_varying_loop/1112.wgsl:18:28 note: control flow depends on non-uniform value
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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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^^
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bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform
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let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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^^^^^^^^^^^^^
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#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol_2 {
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float2 vUV [[user(locn0)]];
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};
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struct tint_symbol_3 {
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float4 value [[color(0)]];
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};
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float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5, texture2d<float, access::sample> tint_symbol_6) {
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float3 const random = float4(tint_symbol_4.sample(tint_symbol_5, vUV)).rgb;
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int i = 0;
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while (true) {
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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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float3 const offset = float3(random[0]);
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if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) {
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i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
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continue;
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}
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float const sampleDepth = tint_symbol_6.sample(tint_symbol_5, float3(offset).xy)[0];
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i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
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}
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return float4(1.0f);
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}
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fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], texture2d<float, access::sample> tint_symbol_9 [[texture(1)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_7, tint_symbol_8, tint_symbol_9);
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tint_symbol_3 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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