dawn-cmake/test/tint/builtins/gen/firstTrailingBit/cb51ce.wgsl.expected.glsl
Stephen White 790e4c2d60 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>
2022-04-22 21:25:02 +00:00

95 lines
2.7 KiB
GLSL

#version 310 es
uvec3 tint_first_trailing_bit(uvec3 v) {
uvec3 x = uvec3(v);
uvec3 b16 = mix(uvec3(16u), uvec3(0u), bvec3((x & uvec3(65535u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(8u), uvec3(0u), bvec3((x & uvec3(255u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(4u), uvec3(0u), bvec3((x & uvec3(15u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(2u), uvec3(0u), bvec3((x & uvec3(3u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(1u), uvec3(0u), bvec3((x & uvec3(1u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstTrailingBit_cb51ce() {
uvec3 res = tint_first_trailing_bit(uvec3(0u, 0u, 0u));
}
vec4 vertex_main() {
firstTrailingBit_cb51ce();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
uvec3 tint_first_trailing_bit(uvec3 v) {
uvec3 x = uvec3(v);
uvec3 b16 = mix(uvec3(16u), uvec3(0u), bvec3((x & uvec3(65535u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(8u), uvec3(0u), bvec3((x & uvec3(255u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(4u), uvec3(0u), bvec3((x & uvec3(15u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(2u), uvec3(0u), bvec3((x & uvec3(3u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(1u), uvec3(0u), bvec3((x & uvec3(1u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstTrailingBit_cb51ce() {
uvec3 res = tint_first_trailing_bit(uvec3(0u, 0u, 0u));
}
void fragment_main() {
firstTrailingBit_cb51ce();
}
void main() {
fragment_main();
return;
}
#version 310 es
uvec3 tint_first_trailing_bit(uvec3 v) {
uvec3 x = uvec3(v);
uvec3 b16 = mix(uvec3(16u), uvec3(0u), bvec3((x & uvec3(65535u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(8u), uvec3(0u), bvec3((x & uvec3(255u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(4u), uvec3(0u), bvec3((x & uvec3(15u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(2u), uvec3(0u), bvec3((x & uvec3(3u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(1u), uvec3(0u), bvec3((x & uvec3(1u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstTrailingBit_cb51ce() {
uvec3 res = tint_first_trailing_bit(uvec3(0u, 0u, 0u));
}
void compute_main() {
firstTrailingBit_cb51ce();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}