dawn-cmake/test/tint/shader_io/shared_struct_helper_function.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

53 lines
1.0 KiB
GLSL

#version 310 es
layout(location = 0) flat out int loc0_1;
struct VertexOutput {
vec4 pos;
int loc0;
};
VertexOutput foo(float x) {
VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42);
return tint_symbol;
}
VertexOutput vert_main1() {
return foo(0.5f);
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vert_main1();
gl_Position = inner_result.pos;
loc0_1 = inner_result.loc0;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
layout(location = 0) flat out int loc0_1;
struct VertexOutput {
vec4 pos;
int loc0;
};
VertexOutput foo(float x) {
VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42);
return tint_symbol;
}
VertexOutput vert_main2() {
return foo(0.25f);
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vert_main2();
gl_Position = inner_result.pos;
loc0_1 = inner_result.loc0;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}