drirc: Set glsl_zero_init for Kerbal Space Program.
authorFrancisco Jerez <currojerez@riseup.net>
Tue, 4 Apr 2017 21:12:59 +0000 (14:12 -0700)
committerFrancisco Jerez <currojerez@riseup.net>
Tue, 4 Apr 2017 21:13:03 +0000 (14:13 -0700)
This fixes the stripes of garbage rendered on the floor of the vehicle
assembly building among other rendering issues.  The reason for the
misrendering seems to be that some of the GLSL shaders used by the
application use variables before initializing them, incorrectly
assuming that they will be implicitly set to zero by the
implementation.

Acked-by: Matt Turner <mattst88@gmail.com>
src/mesa/drivers/dri/common/drirc

index 23d09fabb167fc927d64954c406df1f1194082cf..14d7713fdceb392b58f168b3a09cff213f5550c2 100644 (file)
@@ -128,5 +128,13 @@ TODO: document the other workarounds.
         <application name="Spec Ops: The Line (64-bit)" executable="specops">
             <option name="force_glsl_abs_sqrt" value="true" />
         </application>
+
+        <application name="Kerbal Space Program (32-bit)" executable="KSP.x86">
+            <option name="glsl_zero_init" value="true"/>
+        </application>
+
+        <application name="Kerbal Space Program (64-bit)" executable="KSP.x86_64">
+            <option name="glsl_zero_init" value="true"/>
+        </application>
     </device>
 </driconf>