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https://github.com/encounter/dawn-cmake.git
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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>
59 lines
1.0 KiB
GLSL
59 lines
1.0 KiB
GLSL
#version 310 es
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layout(binding = 0, std430) buffer SB_RW_1 {
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float arg_0[];
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} sb_rw;
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void arrayLength_cdd123() {
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uint res = uint(sb_rw.arg_0.length());
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}
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vec4 vertex_main() {
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arrayLength_cdd123();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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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 = vertex_main();
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gl_Position = inner_result;
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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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precision mediump float;
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layout(binding = 0, std430) buffer SB_RW_1 {
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float arg_0[];
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} sb_rw;
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void arrayLength_cdd123() {
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uint res = uint(sb_rw.arg_0.length());
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}
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void fragment_main() {
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arrayLength_cdd123();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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layout(binding = 0, std430) buffer SB_RW_1 {
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float arg_0[];
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} sb_rw;
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void arrayLength_cdd123() {
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uint res = uint(sb_rw.arg_0.length());
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}
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void compute_main() {
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arrayLength_cdd123();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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