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zink, drirc: Add Borderlands 2 workaround to fix spir-v 1.6 translated discard
The game expects HLSL discard behavour But it fails only on Zink because GLSL discard translates to nir_intrinsic_discard (BRW_PREDICATE_ALIGN1_ANY4H in native Intel asm) but Zink replaces it with OpTerminateInvocation SPIR-V and it translates to nir_intrinsic_terminate (BRW_PREDICATE_NORMAL in native Intel asm) Bisected commit in ZINK:bd816084On AMD it works because they enabled the glsl_correct_derivatives_after_discard by default: !10522 (17861aff) Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9205 Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23694>
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@ -1006,6 +1006,11 @@ TODO: document the other workarounds.
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<option name="mesa_glthread_app_profile" value="0"/>
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</application>
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<application name="Borderlands 2 (Native, OpenGL, 32bit)" executable="Borderlands2">
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<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/9205 -->
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<option name="glsl_correct_derivatives_after_discard" value="true" />
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</application>
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<!-- GL_POINT_SMOOTH is used in Quake II to render particles -->
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<application name="Quake II" executable="quake2-engine">
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<option name="zink_emulate_point_smooth" value="true"/>
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