ctx->abi.clamp_shadow_reference = true;
ctx->abi.robust_buffer_access = true;
ctx->abi.convert_undef_to_zero = true;
+ ctx->abi.clamp_div_by_zero = ctx->screen->options.clamp_div_by_zero;
if (ctx->shader->selector->info.properties[TGSI_PROPERTY_CS_LOCAL_SIZE]) {
assert(gl_shader_stage_is_compute(nir->info.stage));