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>
diff --git a/test/tint/samples/triangle.wgsl.expected.glsl b/test/tint/samples/triangle.wgsl.expected.glsl
index ca77690..71d8fb4 100644
--- a/test/tint/samples/triangle.wgsl.expected.glsl
+++ b/test/tint/samples/triangle.wgsl.expected.glsl
@@ -6,6 +6,7 @@
}
void main() {
+ gl_PointSize = 1.0;
vec4 inner_result = vtx_main(uint(gl_VertexID));
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);