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authorBrian <brian.paul@tungstengraphics.com>2008-02-19 16:28:25 -0700
committerBrian <brian.paul@tungstengraphics.com>2008-02-19 16:28:25 -0700
commit75a4524f2c6444b27055e539da052827670b62cf (patch)
treecebefd63f43c2e72ea74b5d9d8283dcc5afbce0b /src/gallium/drivers/softpipe/sp_fs_sse.c
parent4ec46e4869b60b60c7ddf43168604713b5c4c359 (diff)
gallium: initialize the killmask register to zero before running shader
This fixes mysterious missing fragments when running with SSE.
Diffstat (limited to 'src/gallium/drivers/softpipe/sp_fs_sse.c')
-rw-r--r--src/gallium/drivers/softpipe/sp_fs_sse.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/drivers/softpipe/sp_fs_sse.c b/src/gallium/drivers/softpipe/sp_fs_sse.c
index b18772f4e6..53050b7823 100644
--- a/src/gallium/drivers/softpipe/sp_fs_sse.c
+++ b/src/gallium/drivers/softpipe/sp_fs_sse.c
@@ -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,