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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
@@ -29,6 +29,7 @@ vec4 vert_main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) {
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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 = vert_main(a_particlePos_1, a_particleVel_1, a_pos_1);
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -29,6 +29,7 @@ VertexOutput vtx_main(VertexInput tint_symbol) {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1);
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VertexOutput inner_result = vtx_main(tint_symbol_2);
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vtxFragColor_1 = inner_result.vtxFragColor;
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@@ -17,6 +17,7 @@ main_out tint_symbol_1() {
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}
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void main() {
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gl_PointSize = 1.0;
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main_out inner_result = tint_symbol_1();
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gl_Position = inner_result.tint_symbol;
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gl_Position.y = -(gl_Position.y);
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@@ -6,6 +6,7 @@ vec4 vtx_main(uint VertexIndex) {
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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 = vtx_main(uint(gl_VertexID));
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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