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 <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801 Acked-by: Andres Gomez <agomez@igalia.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -160,6 +160,14 @@ TODO: document the other workarounds.
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<option name="glsl_correct_derivatives_after_discard" value="true"/>
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</application>
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<application name="Unreal 4 Editor" executable="UE4Editor">
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<option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/>
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</application>
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<application name="Observer" executable="TheObserver-Linux-Shipping">
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<option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/>
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</application>
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<!-- The GL thread whitelist is below, workarounds are above.
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Keep it that way. -->
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@@ -135,6 +135,10 @@ DRI_CONF_OPT_BEGIN_B(glsl_correct_derivatives_after_discard, def) \
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DRI_CONF_DESC(en,gettext("Implicit and explicit derivatives after a discard behave as if the discard didn't happen")) \
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DRI_CONF_OPT_END
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#define DRI_CONF_ALLOW_GLSL_CROSS_STAGE_INTERPOLATION_MISMATCH(def) \
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DRI_CONF_OPT_BEGIN_B(allow_glsl_cross_stage_interpolation_mismatch, def) \
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DRI_CONF_DESC(en,gettext("Allow interpolation qualifier mismatch across shader stages")) \
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DRI_CONF_OPT_END
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/**
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* \brief Image quality-related options
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