dawn-cmake/test/tint/builtins/textureLoad/texture_param.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

65 lines
1.3 KiB
GLSL

#version 310 es
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
vec4 vertex_main() {
doTextureLoad();
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;
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
void fragment_main() {
doTextureLoad();
}
void main() {
fragment_main();
return;
}
#version 310 es
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
void compute_main() {
doTextureLoad();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}