GiMark benchmark from GpuTest has such code in VS: out vec4 lightDir0; out vec4 lightDir1; ... lightDir0.xyz = lp0 - vVertex.xyz; lightDir1.xyz = lp1 - vVertex.xyz; In FS: float distSqr = dot(lightDir0, lightDir0); So due to the usage of uninitialized .w channel in the dot product, distSqr may become undefined which results in many black dots in the test on Iris. In https://www.geeks3d.com/forums/index.php/topic,6242.0.html developer stated that this benchmark most likely won't be updated. Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1919 Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>master
| <option name="force_compat_profile" value="true" /> | <option name="force_compat_profile" value="true" /> | ||||
| </application> | </application> | ||||
| <application name="GpuTest" executable="GpuTest"> | |||||
| <!-- GiMark benchmark from GpuTest does not initialize .w channel of | |||||
| lightDir0 and lightDir1 varyings in the vertex shader while | |||||
| uses it in the fragment shader. --> | |||||
| <option name="glsl_zero_init" value="true"/> | |||||
| </application> | |||||
| <!-- The GL thread whitelist is below, workarounds are above. | <!-- The GL thread whitelist is below, workarounds are above. | ||||
| Keep it that way. --> | Keep it that way. --> | ||||