[gles] fix: Set FORCE_POINT_SIZE if it is vertex shader with mesh consist of point list (#3440)

This commit is contained in:
Artavazd Balaian
2023-02-15 22:05:52 +07:00
committed by GitHub
parent b33731c44c
commit ee33f4d384
2 changed files with 7 additions and 0 deletions

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@@ -69,6 +69,10 @@ Bottom level categories:
- Fix DXC validation issues when using a custom `dxil_path`. By @Elabajaba in [#3434](https://github.com/gfx-rs/wgpu/pull/3434)
#### GLES
- [gles] fix: Set FORCE_POINT_SIZE if it is vertex shader with mesh consist of point list. By @REASY in [3440](https://github.com/gfx-rs/wgpu/pull/3440)
#### General
- `copyTextureToTexture` src/dst aspects must both refer to all aspects of src/dst format. By @teoxoy in [#3431](https://github.com/gfx-rs/wgpu/pull/3431)

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@@ -952,6 +952,9 @@ impl crate::Device<super::Api> for super::Device {
.private_caps
.contains(super::PrivateCapabilities::SHADER_TEXTURE_SHADOW_LOD),
);
// We always force point size to be written and it will be ignored by the driver if it's not a point list primitive.
// https://github.com/gfx-rs/wgpu/pull/3440/files#r1095726950
writer_flags.set(glsl::WriterFlags::FORCE_POINT_SIZE, true);
let mut binding_map = glsl::BindingMap::default();
for (group_index, bg_layout) in desc.bind_group_layouts.iter().enumerate() {