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  • angle
  • src
  • libANGLE
  • renderer
  • d3d
  • ProgramD3D.cpp
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  • Jamie Madill's avatar
    D3D11: Allow gl_PointCoord when not rendering points. · c9bde926
    Jamie Madill authored Jul 24, 2016
    ANGLE D3D11 uses a geometry shader to expand points into quads.
    This led to an edge case with gl_PointCoord. When the user references
    gl_PointCoord in the fragment shader but renders with GL_TRIANGLES or
    other non-point primitives, gl_PointCoord is undefined, but ANGLE
    would produce a link error. This would break some very odd edge-case
    shaders (e.g. a shader that is used with both points and triangles).
    
    We can fix this by simply adding a dummy PointCoord value to our
    vertex shader is all cases. If the user renders points, we ignore the
    PointCoord value passed to the geometry shader. If they render tris
    or lines and use PointCoord, the shader signatures will match, and
    PointCoord will even have a sane value of (0.5, 0.5).
    
    BUG=angleproject:1380
    
    Change-Id: I322155cd3801d0241cabc9bb639a5aaa502831b3
    Reviewed-on: https://chromium-review.googlesource.com/362779
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
    Commit-Queue: Zhenyao Mo <zmo@chromium.org>
    c9bde926
ProgramD3D.cpp 76.6 KB
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