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>
This commit is contained in:
Pierre-Eric Pelloux-Prayer
2020-04-24 12:17:14 +02:00
parent 547e81655a
commit 84f58a0863
+7 -1
View File
@@ -8797,8 +8797,14 @@ detect_conflicting_assignments(struct _mesa_glsl_parse_state *state,
if (!var || !var->data.assigned)
continue;
if (strcmp(var->name, "gl_FragColor") == 0)
if (strcmp(var->name, "gl_FragColor") == 0) {
gl_FragColor_assigned = true;
if (!var->constant_initializer && state->zero_init) {
const ir_constant_data data = { { 0 } };
var->data.has_initializer = true;
var->constant_initializer = new(var) ir_constant(var->type, &data);
}
}
else if (strcmp(var->name, "gl_FragData") == 0)
gl_FragData_assigned = true;
else if (strcmp(var->name, "gl_SecondaryFragColorEXT") == 0)