From: John Brooks Date: Mon, 15 May 2017 05:47:39 +0000 (-0400) Subject: drirc: Add allow_glsl_builtin_variable_redeclaration for Dying Light and Dead Island... X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2b878cb8fdb99dd84602553c2e95ef47747f4529;p=mesa.git drirc: Add allow_glsl_builtin_variable_redeclaration for Dying Light and Dead Island Definitive Edition This fixes the long-standing problem with Dying Light where the game would produce a black screen when running under Mesa. This happened because the game's vertex shaders redeclare gl_VertexID, which is a GLSL builtin. Mesa's GLSL compiler is a little more strict than others, and would not compile them: error: `gl_VertexID' redeclared The allow_glsl_builtin_variable_redeclaration directive allows the shaders to compile and the game to render. The game also requires OpenGL 4.4+ (GLSL 440), but does not request it explicitly. It must be forced with an override, such as MESA_GL_VERSION_OVERRIDE=4.5 and MESA_GLSL_VERSION_OVERRIDE=450. A compatibility context is *not* required and forcing one with 4.5COMPAT or allow_higher_compat_version results in graphical artifacts. Dead Island Definitive Edition is another Techland port on the same engine with the same problems, so we set the allow_glsl_builtin_variable_redeclaration option for that game as well. v2 (Samuel Pitoiset): - Rename allow_glsl_builtin_redeclaration -> allow_glsl_builtin_variable_redeclaration Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96449 Signed-off-by: John Brooks Reviewed-by: Edward O'Callaghan Reviewed-by: Samuel Pitoiset --- diff --git a/src/mesa/drivers/dri/common/drirc b/src/mesa/drivers/dri/common/drirc index 14d7713fdce..8093e8e42ab 100644 --- a/src/mesa/drivers/dri/common/drirc +++ b/src/mesa/drivers/dri/common/drirc @@ -17,6 +17,10 @@ Application bugs worked around in this file: an #extension directive in the middle of its shaders, which is illegal in GLSL. +* Dying Light and Dead Island Definitive Edition redeclare vertex shader + built-ins (specifically gl_VertexID), which causes the vertex shaders to fail + to compile. + TODO: document the other workarounds. --> @@ -81,8 +85,15 @@ TODO: document the other workarounds.