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drirc: Set vs_position_always_precise for Assault Android Cactus
A couple of tesselation evaluation shaders lack some precise marks
on its outputs which can lead to different results after optimizations.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5376
Fixes: 09705747d7 ("nir/algebraic: Reassociate fadd into fmul in DPH-like pattern")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13027>
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@ -648,6 +648,19 @@ TODO: document the other workarounds.
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<option name="force_gl_names_reuse" value="true"/>
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</application>
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<application name="Assault Android Cactus (32-bit)" executable="cactus_demo.x86">
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<option name="vs_position_always_precise" value="true" />
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</application>
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<application name="Assault Android Cactus (64-bit)" executable="cactus_demo.x86_64">
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<option name="vs_position_always_precise" value="true" />
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</application>
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<application name="Assault Android Cactus (32-bit)" executable="cactus.x86">
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<option name="vs_position_always_precise" value="true" />
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</application>
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<application name="Assault Android Cactus (64-bit)" executable="cactus.x86_64">
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<option name="vs_position_always_precise" value="true" />
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</application>
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<!-- Vulkan workarounds: -->
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<!-- Works around the game not starting (does not deal with
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