DRI_CONF_ALLOW_HIGHER_COMPAT_VERSION("false")
DRI_CONF_FORCE_GLSL_ABS_SQRT("false")
DRI_CONF_GLSL_CORRECT_DERIVATIVES_AFTER_DISCARD("false")
+ DRI_CONF_ALLOW_GLSL_LAYOUT_QUALIFIER_ON_FUNCTION_PARAMETERS("false")
DRI_CONF_SECTION_END
DRI_CONF_SECTION_MISCELLANEOUS
boolean glsl_zero_init;
boolean force_glsl_abs_sqrt;
boolean allow_glsl_cross_stage_interpolation_mismatch;
+ boolean allow_glsl_layout_qualifier_on_function_parameters;
unsigned char config_options_sha1[20];
};
driQueryOptionb(optionCache, "force_glsl_abs_sqrt");
options->allow_glsl_cross_stage_interpolation_mismatch =
driQueryOptionb(optionCache, "allow_glsl_cross_stage_interpolation_mismatch");
+ options->allow_glsl_layout_qualifier_on_function_parameters =
+ driQueryOptionb(optionCache, "allow_glsl_layout_qualifier_on_function_parameters");
driComputeOptionsSha1(optionCache, options->config_options_sha1);
}
if (options->allow_glsl_relaxed_es)
consts->AllowGLSLRelaxedES = GL_TRUE;
+ if (options->allow_glsl_layout_qualifier_on_function_parameters)
+ consts->AllowLayoutQualifiersOnFunctionParameters = GL_TRUE;
+
consts->MinMapBufferAlignment =
screen->get_param(screen, PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT);
<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>
<!-- The GL thread whitelist is below, workarounds are above.
DRI_CONF_DESC(en,gettext("Allow interpolation qualifier mismatch across shader stages")) \
DRI_CONF_OPT_END
+#define DRI_CONF_ALLOW_GLSL_LAYOUT_QUALIFIER_ON_FUNCTION_PARAMETERS(def) \
+DRI_CONF_OPT_BEGIN_B(allow_glsl_layout_qualifier_on_function_parameters, def) \
+ DRI_CONF_DESC(en,gettext("Allow layout qualifiers on function parameters.")) \
+DRI_CONF_OPT_END
+
/**
* \brief Image quality-related options
*/