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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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committed by
Dawn LUCI CQ
parent
c0fe68907b
commit
790e4c2d60
@@ -18,6 +18,7 @@ Interface vert_main() {
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}
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void main() {
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gl_PointSize = 1.0;
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Interface inner_result = vert_main();
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i_1 = inner_result.i;
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u_1 = inner_result.u;
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@@ -26,6 +26,7 @@ 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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Out inner_result = tint_symbol_1();
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gl_Position = inner_result.pos;
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none_1 = inner_result.none;
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@@ -5,6 +5,7 @@ vec4 tint_symbol() {
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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 = tint_symbol();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -10,6 +10,7 @@ Out tint_symbol() {
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}
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void main() {
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gl_PointSize = 1.0;
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Out inner_result = tint_symbol();
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gl_Position = inner_result.pos;
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gl_Position.y = -(gl_Position.y);
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@@ -14,6 +14,7 @@ Interface vert_main() {
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}
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void main() {
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gl_PointSize = 1.0;
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Interface inner_result = vert_main();
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col1_1 = inner_result.col1;
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col2_1 = inner_result.col2;
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@@ -16,6 +16,7 @@ VertexOutput vert_main1() {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexOutput inner_result = vert_main1();
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gl_Position = inner_result.pos;
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loc0_1 = inner_result.loc0;
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@@ -41,6 +42,7 @@ VertexOutput vert_main2() {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexOutput inner_result = vert_main2();
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gl_Position = inner_result.pos;
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loc0_1 = inner_result.loc0;
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@@ -6,6 +6,7 @@ vec4 tint_symbol(uint vertex_index, uint instance_index) {
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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 = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID));
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -11,6 +11,7 @@ vec4 tint_symbol(VertexInputs inputs) {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID));
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vec4 inner_result = tint_symbol(tint_symbol_1);
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gl_Position = inner_result;
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@@ -13,6 +13,7 @@ vec4 tint_symbol(int loc0, uint loc1, float loc2, vec4 loc3) {
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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 = tint_symbol(loc0_1, loc1_1, loc2_1, loc3_1);
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -20,6 +20,7 @@ vec4 tint_symbol(VertexInputs inputs) {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1);
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vec4 inner_result = tint_symbol(tint_symbol_1);
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gl_Position = inner_result;
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@@ -24,6 +24,7 @@ vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexIn
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1);
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VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1);
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vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2);
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@@ -5,6 +5,7 @@ vec4 tint_symbol() {
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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 = tint_symbol();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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@@ -10,6 +10,7 @@ VertexOutputs tint_symbol() {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexOutputs inner_result = tint_symbol();
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gl_Position = inner_result.position;
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gl_Position.y = -(gl_Position.y);
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@@ -18,6 +18,7 @@ VertexOutputs tint_symbol() {
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}
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void main() {
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gl_PointSize = 1.0;
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VertexOutputs inner_result = tint_symbol();
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loc0_1 = inner_result.loc0;
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loc1_1 = inner_result.loc1;
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