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drirc: Add glsl_zero_init workaround for GpuTest
GiMark benchmark from GpuTest has such code in VS: out vec4 lightDir0; out vec4 lightDir1; ... lightDir0.xyz = lp0 - vVertex.xyz; lightDir1.xyz = lp1 - vVertex.xyz; In FS: float distSqr = dot(lightDir0, lightDir0); So due to the usage of uninitialized .w channel in the dot product, distSqr may become undefined which results in many black dots in the test on Iris. In https://www.geeks3d.com/forums/index.php/topic,6242.0.html developer stated that this benchmark most likely won't be updated. Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1919 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -243,6 +243,13 @@ TODO: document the other workarounds.
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<option name="force_compat_profile" value="true" />
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</application>
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<application name="GpuTest" executable="GpuTest">
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<!-- GiMark benchmark from GpuTest does not initialize .w channel of
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lightDir0 and lightDir1 varyings in the vertex shader while
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uses it in the fragment shader. -->
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<option name="glsl_zero_init" value="true"/>
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</application>
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<!-- The GL thread whitelist is below, workarounds are above.
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Keep it that way. -->
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