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GLSL writer: emit gl_PointSize = 1 in all vertex shaders for OpenGL.
The OpenGL ES 3.1 spec says: "The point size is taken from the shader built-in gl_PointSize written by the vertex shader, and clamped to the implementation-dependent point size range. If the value written to gl_PointSize is less than or equal to zero, or if no value is written, the point size is undefined." ANGLE/D3D11 will emit a warning on this and abort processing, causing dawn_end2end tests to fail. Bug: dawn:1390 Change-Id: I6a56467842ba80d8a070af7240ee07bb111089dd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87720 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Dawn LUCI CQ
parent
c0fe68907b
commit
790e4c2d60
@@ -31,6 +31,7 @@ vertex_main_out vertex_main() {
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}
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void main() {
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gl_PointSize = 1.0;
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vertex_main_out inner_result = vertex_main();
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gl_Position = inner_result.tint_symbol_1_1;
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gl_Position.y = -(gl_Position.y);
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@@ -48,6 +48,7 @@ vec4 vertex_main() {
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -15,6 +15,7 @@ vec4 vertex_main() {
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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