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[shaders][msl] Enable
zero_initialize_workgroup_memory
setting
Zero-initializing workgroup memory works around a Metal driver bug that can cause the tile_alloc and coarse stages to freeze up the system when running natively on Metal due to their use of `workgroupUniformLoad`. See gfx-rs/naga#2482 for more details about this bug. Zero-initializing workgroup memory also makes the native Metal shaders match the behavior of the current wgpu runner and the invariants of the original WGSL that the shaders were authored in.
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