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