gallium: initialize the killmask register to zero before running shader

This fixes mysterious missing fragments when running with SSE.
This commit is contained in:
Brian 2008-02-19 16:28:25 -07:00
parent 4ec46e4869
commit 75a4524f2c

View file

@ -124,6 +124,9 @@ fs_sse_run( struct sp_fragment_shader *base,
(float)quad->x0, (float)quad->y0,
machine->Temps);
/* init kill mask */
machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0] = 0x0;
shader->func( machine->Inputs,
machine->Outputs,
machine->Consts,