This is required to handle materialized values, and for constant
expressions.
Bug: tint:1504
Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
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>
Multiple bugs here:
1) Like texture(), GLSL's textureLod() on depth textures returns a
scalar, and does not need to be swizzled. So set glsl_ret_width to
1 in that case.
2) Like texture(), GLSL's textureLod() always requires a Dref
parameter, so append a zero if not present.
3) GLSL's "lod" parameter to textureLod() is always a float, unlike
WGSL's textureSampleLevel() which is an i32 for depth textures,
so cast it.
Along the way, I discovered that textureLod() is not supported on
samplerCubeShadow or sampler2DArrayShadow (even on Desktop GL). So some
tests will never pass. Logged as https://crbug.com/dawn/1313
Bug: tint:1456
Change-Id: If67d8d288704142278d7a4e52b46e8010776f381
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82300
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>