glsl: drop NMS OpenGL workarounds

No Mans Sky dropped its OpenGL backend on April 16, 2019 in favour
of its Vulkan backend. So here we drop the old OpenGL workarounds.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7362>
This commit is contained in:
Timothy Arceri
2020-10-29 17:06:44 +11:00
committed by Marge Bot
parent d5dd779c49
commit ea83fd9124
10 changed files with 2 additions and 41 deletions
-8
View File
@@ -241,11 +241,6 @@ TODO: document the other workarounds.
<option name="allow_glsl_relaxed_es" value="true"/>
</application>
<application name="No Mans Sky" executable="NMS.exe">
<option name="force_glsl_extensions_warn" value="true" />
<option name="allow_glsl_layout_qualifier_on_function_parameters" value="true" />
</application>
<application name="Champions of Regnum" executable="game">
<option name="allow_extra_pp_tokens" value="true" />
</application>
@@ -643,9 +638,6 @@ TODO: document the other workarounds.
<application name="Counter-Strike Global Offensive" executable="csgo_linux64">
<option name="radeonsi_zerovram" value="true" />
</application>
<application name="No Mans Sky" executable="NMS.exe">
<option name="radeonsi_zerovram" value="true" />
</application>
<application name="Rocket League" executable="RocketLeague">
<option name="radeonsi_zerovram" value="true" />
</application>
-4
View File
@@ -199,10 +199,6 @@
DRI_CONF_OPT_B(allow_glsl_cross_stage_interpolation_mismatch, def, \
"Allow interpolation qualifier mismatch across shader stages")
#define DRI_CONF_ALLOW_GLSL_LAYOUT_QUALIFIER_ON_FUNCTION_PARAMETERS(def) \
DRI_CONF_OPT_B(allow_glsl_layout_qualifier_on_function_parameters, def, \
"Allow layout qualifiers on function parameters.")
#define DRI_CONF_ALLOW_DRAW_OUT_OF_ORDER(def) \
DRI_CONF_OPT_B(allow_draw_out_of_order, def, \
"Allow out-of-order draw optimizations. Set when Z fighting doesn't have to be accurate.")