gallium: initialize the killmask register to zero before running shader
This fixes mysterious missing fragments when running with SSE.
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@@ -124,6 +124,9 @@ fs_sse_run( struct sp_fragment_shader *base,
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(float)quad->x0, (float)quad->y0,
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machine->Temps);
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/* init kill mask */
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machine->Temps[TGSI_EXEC_TEMP_KILMASK_I].xyzw[TGSI_EXEC_TEMP_KILMASK_C].u[0] = 0x0;
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shader->func( machine->Inputs,
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machine->Outputs,
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machine->Consts,
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