diff options
author | Tapani Pälli <[email protected]> | 2017-11-24 07:46:07 +0200 |
---|---|---|
committer | Tapani Pälli <[email protected]> | 2017-11-30 11:43:10 +0200 |
commit | faccbaf3faf9a7cdcda3e4032fafd0f6064459bd (patch) | |
tree | dff07c0c37ff3198f58ae018f2b04762612d0e3d /src/util | |
parent | 8c1e4b1afc8d396ccf99c725c59b29a9aa305557 (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/drirc | 8 | ||||
-rw-r--r-- | src/util/xmlpool/t_options.h | 4 |
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 |