Specialization constants tests use points render primitives, but the shader isn't capable of point rendering. For the test results it doesn't matter as it only validates the vertex output, but it would trigger an assert when using Vulkan backend. The vulkan backend is more strict and currently signals these common errors.
25 lines
437 B
GLSL
25 lines
437 B
GLSL
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#if defined(GPU_COMPUTE_SHADER) || defined(GPU_VERTEX_SHADER)
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void main()
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{
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data_out[0] = int(float_in);
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data_out[1] = int(uint_in);
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data_out[2] = int(int_in);
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data_out[3] = int(bool_in);
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# if defined(GPU_VERTEX_SHADER)
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_PointSize = 1.0;
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# endif
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}
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#else
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void main() {}
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#endif
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