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authorTapani Pälli <[email protected]>2017-11-24 07:46:07 +0200
committerTapani Pälli <[email protected]>2017-11-30 11:43:10 +0200
commitfaccbaf3faf9a7cdcda3e4032fafd0f6064459bd (patch)
treedff07c0c37ff3198f58ae018f2b04762612d0e3d /src/util/xmlpool
parent8c1e4b1afc8d396ccf99c725c59b29a9aa305557 (diff)
mesa: add AllowGLSLCrossStageInterpolationMismatch workaround
This fixes issues seen with certain versions of Unreal Engine 4 editor and games built with that using GLSL 4.30. v2: add driinfo_gallium change (Emil Velikov) Signed-off-by: Tapani Pälli <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801 Acked-by: Andres Gomez <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/util/xmlpool')
-rw-r--r--src/util/xmlpool/t_options.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/util/xmlpool/t_options.h b/src/util/xmlpool/t_options.h
index 41f6ebd62d3..bd553085c86 100644
--- a/src/util/xmlpool/t_options.h
+++ b/src/util/xmlpool/t_options.h
@@ -135,6 +135,10 @@ DRI_CONF_OPT_BEGIN_B(glsl_correct_derivatives_after_discard, def) \
DRI_CONF_DESC(en,gettext("Implicit and explicit derivatives after a discard behave as if the discard didn't happen")) \
DRI_CONF_OPT_END
+#define DRI_CONF_ALLOW_GLSL_CROSS_STAGE_INTERPOLATION_MISMATCH(def) \
+DRI_CONF_OPT_BEGIN_B(allow_glsl_cross_stage_interpolation_mismatch, def) \
+ DRI_CONF_DESC(en,gettext("Allow interpolation qualifier mismatch across shader stages")) \
+DRI_CONF_OPT_END
/**
* \brief Image quality-related options