summaryrefslogtreecommitdiffstats
path: root/src/util
diff options
context:
space:
mode:
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
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')
-rw-r--r--src/util/drirc8
-rw-r--r--src/util/xmlpool/t_options.h4
2 files changed, 12 insertions, 0 deletions
diff --git a/src/util/drirc b/src/util/drirc
index 05630eb1a92..9d27330036e 100644
--- a/src/util/drirc
+++ b/src/util/drirc
@@ -160,6 +160,14 @@ TODO: document the other workarounds.
<option name="glsl_correct_derivatives_after_discard" value="true"/>
</application>
+ <application name="Unreal 4 Editor" executable="UE4Editor">
+ <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/>
+ </application>
+
+ <application name="Observer" executable="TheObserver-Linux-Shipping">
+ <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/>
+ </application>
+
<!-- The GL thread whitelist is below, workarounds are above.
Keep it that way. -->
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