glsl: init gl_FragColor if zero_init=true
This fixes shaders doing "gl_FragColor += ..." and doesn't hurt correct shaders, because the zero init is discarded. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
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@@ -8797,8 +8797,14 @@ detect_conflicting_assignments(struct _mesa_glsl_parse_state *state,
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if (!var || !var->data.assigned)
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continue;
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if (strcmp(var->name, "gl_FragColor") == 0)
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if (strcmp(var->name, "gl_FragColor") == 0) {
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gl_FragColor_assigned = true;
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if (!var->constant_initializer && state->zero_init) {
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const ir_constant_data data = { { 0 } };
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var->data.has_initializer = true;
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var->constant_initializer = new(var) ir_constant(var->type, &data);
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}
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}
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else if (strcmp(var->name, "gl_FragData") == 0)
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gl_FragData_assigned = true;
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else if (strcmp(var->name, "gl_SecondaryFragColorEXT") == 0)
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