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authorJohn Brooks <[email protected]>2017-05-15 01:47:39 -0400
committerSamuel Pitoiset <[email protected]>2017-05-20 17:30:07 +0200
commit2b878cb8fdb99dd84602553c2e95ef47747f4529 (patch)
tree5dd3cd55d164d4ee54d95181f78e45cea6cf733d /src/mesa/drivers/dri
parent6e8f34a2deab4d8c259066eae892119afef7cfb0 (diff)
drirc: Add allow_glsl_builtin_variable_redeclaration for Dying Light and Dead Island Definitive Edition
This fixes the long-standing problem with Dying Light where the game would produce a black screen when running under Mesa. This happened because the game's vertex shaders redeclare gl_VertexID, which is a GLSL builtin. Mesa's GLSL compiler is a little more strict than others, and would not compile them: error: `gl_VertexID' redeclared The allow_glsl_builtin_variable_redeclaration directive allows the shaders to compile and the game to render. The game also requires OpenGL 4.4+ (GLSL 440), but does not request it explicitly. It must be forced with an override, such as MESA_GL_VERSION_OVERRIDE=4.5 and MESA_GLSL_VERSION_OVERRIDE=450. A compatibility context is *not* required and forcing one with 4.5COMPAT or allow_higher_compat_version results in graphical artifacts. Dead Island Definitive Edition is another Techland port on the same engine with the same problems, so we set the allow_glsl_builtin_variable_redeclaration option for that game as well. v2 (Samuel Pitoiset): - Rename allow_glsl_builtin_redeclaration -> allow_glsl_builtin_variable_redeclaration Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96449 Signed-off-by: John Brooks <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/common/drirc13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/common/drirc b/src/mesa/drivers/dri/common/drirc
index 14d7713fdce..8093e8e42ab 100644
--- a/src/mesa/drivers/dri/common/drirc
+++ b/src/mesa/drivers/dri/common/drirc
@@ -17,6 +17,10 @@ Application bugs worked around in this file:
an #extension directive in the middle of its shaders, which is illegal
in GLSL.
+* Dying Light and Dead Island Definitive Edition redeclare vertex shader
+ built-ins (specifically gl_VertexID), which causes the vertex shaders to fail
+ to compile.
+
TODO: document the other workarounds.
-->
@@ -81,8 +85,15 @@ TODO: document the other workarounds.
<option name="always_have_depth_buffer" value="true" />
</application>
- <application name="Dead Island" executable="DeadIslandGame">
+ <application name="Dead Island (incl. Definitive Edition)" executable="DeadIslandGame">
<option name="allow_glsl_extension_directive_midshader" value="true" />
+
+ <!-- For the Definitive Edition which shares the same executable name -->
+ <option name="allow_glsl_builtin_variable_redeclaration" value="true" />
+ </application>
+
+ <application name="Dying Light" executable="DyingLightGame">
+ <option name="allow_glsl_builtin_variable_redeclaration" value="true" />
</application>
<application name="Second Life" executable="do-not-directly-run-secondlife-bin">