Commit faccbaf3 authored by Tapani Pälli's avatar Tapani Pälli

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's avatarTapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801Acked-by: Andres Gomez's avatarAndres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
parent 8c1e4b1a
......@@ -189,7 +189,8 @@ process_xfb_layout_qualifiers(void *mem_ctx, const gl_linked_shader *sh,
* matching input to another stage.
*/
static void
cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
cross_validate_types_and_qualifiers(struct gl_context *ctx,
struct gl_shader_program *prog,
const ir_variable *input,
const ir_variable *output,
gl_shader_stage consumer_stage,
......@@ -343,17 +344,30 @@ cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
}
if (input_interpolation != output_interpolation &&
prog->data->Version < 440) {
linker_error(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
"but %s shader input specifies %s "
"interpolation qualifier\n",
_mesa_shader_stage_to_string(producer_stage),
output->name,
interpolation_string(output->data.interpolation),
_mesa_shader_stage_to_string(consumer_stage),
interpolation_string(input->data.interpolation));
return;
if (!ctx->Const.AllowGLSLCrossStageInterpolationMismatch) {
linker_error(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
"but %s shader input specifies %s "
"interpolation qualifier\n",
_mesa_shader_stage_to_string(producer_stage),
output->name,
interpolation_string(output->data.interpolation),
_mesa_shader_stage_to_string(consumer_stage),
interpolation_string(input->data.interpolation));
return;
} else {
linker_warning(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
"but %s shader input specifies %s "
"interpolation qualifier\n",
_mesa_shader_stage_to_string(producer_stage),
output->name,
interpolation_string(output->data.interpolation),
_mesa_shader_stage_to_string(consumer_stage),
interpolation_string(input->data.interpolation));
}
}
}
......@@ -361,7 +375,8 @@ cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
* Validate front and back color outputs against single color input
*/
static void
cross_validate_front_and_back_color(struct gl_shader_program *prog,
cross_validate_front_and_back_color(struct gl_context *ctx,
struct gl_shader_program *prog,
const ir_variable *input,
const ir_variable *front_color,
const ir_variable *back_color,
......@@ -369,11 +384,11 @@ cross_validate_front_and_back_color(struct gl_shader_program *prog,
gl_shader_stage producer_stage)
{
if (front_color != NULL && front_color->data.assigned)
cross_validate_types_and_qualifiers(prog, input, front_color,
cross_validate_types_and_qualifiers(ctx, prog, input, front_color,
consumer_stage, producer_stage);
if (back_color != NULL && back_color->data.assigned)
cross_validate_types_and_qualifiers(prog, input, back_color,
cross_validate_types_and_qualifiers(ctx, prog, input, back_color,
consumer_stage, producer_stage);
}
......@@ -710,7 +725,7 @@ cross_validate_outputs_to_inputs(struct gl_context *ctx,
const ir_variable *const back_color =
parameters.get_variable("gl_BackColor");
cross_validate_front_and_back_color(prog, input,
cross_validate_front_and_back_color(ctx, prog, input,
front_color, back_color,
consumer->Stage, producer->Stage);
} else if (strcmp(input->name, "gl_SecondaryColor") == 0 && input->data.used) {
......@@ -720,7 +735,7 @@ cross_validate_outputs_to_inputs(struct gl_context *ctx,
const ir_variable *const back_color =
parameters.get_variable("gl_BackSecondaryColor");
cross_validate_front_and_back_color(prog, input,
cross_validate_front_and_back_color(ctx, prog, input,
front_color, back_color,
consumer->Stage, producer->Stage);
} else {
......@@ -770,7 +785,7 @@ cross_validate_outputs_to_inputs(struct gl_context *ctx,
*/
if (!(input->get_interface_type() &&
output->get_interface_type()))
cross_validate_types_and_qualifiers(prog, input, output,
cross_validate_types_and_qualifiers(ctx, prog, input, output,
consumer->Stage,
producer->Stage);
} else {
......
......@@ -23,6 +23,7 @@ DRI_CONF_SECTION_DEBUG
DRI_CONF_FORCE_GLSL_VERSION(0)
DRI_CONF_ALLOW_GLSL_EXTENSION_DIRECTIVE_MIDSHADER("false")
DRI_CONF_ALLOW_GLSL_BUILTIN_VARIABLE_REDECLARATION("false")
DRI_CONF_ALLOW_GLSL_CROSS_STAGE_INTERPOLATION_MISMATCH("false")
DRI_CONF_ALLOW_HIGHER_COMPAT_VERSION("false")
DRI_CONF_FORCE_GLSL_ABS_SQRT("false")
DRI_CONF_GLSL_CORRECT_DERIVATIVES_AFTER_DISCARD("false")
......
......@@ -224,6 +224,7 @@ struct st_config_options
boolean allow_higher_compat_version;
boolean glsl_zero_init;
boolean force_glsl_abs_sqrt;
boolean allow_glsl_cross_stage_interpolation_mismatch;
unsigned char config_options_sha1[20];
};
......
......@@ -81,6 +81,8 @@ dri_fill_st_options(struct dri_screen *screen)
options->glsl_zero_init = driQueryOptionb(optionCache, "glsl_zero_init");
options->force_glsl_abs_sqrt =
driQueryOptionb(optionCache, "force_glsl_abs_sqrt");
options->allow_glsl_cross_stage_interpolation_mismatch =
driQueryOptionb(optionCache, "allow_glsl_cross_stage_interpolation_mismatch");
driComputeOptionsSha1(optionCache, options->config_options_sha1);
}
......
......@@ -816,6 +816,9 @@ brw_process_driconf_options(struct brw_context *brw)
brw->dual_color_blend_by_location =
driQueryOptionb(options, "dual_color_blend_by_location");
ctx->Const.AllowGLSLCrossStageInterpolationMismatch =
driQueryOptionb(options, "allow_glsl_cross_stage_interpolation_mismatch");
ctx->Const.dri_config_options_sha1 = ralloc_array(brw, unsigned char, 20);
driComputeOptionsSha1(&brw->screen->optionCache,
ctx->Const.dri_config_options_sha1);
......
......@@ -81,6 +81,7 @@ DRI_CONF_BEGIN
DRI_CONF_DUAL_COLOR_BLEND_BY_LOCATION("false")
DRI_CONF_ALLOW_GLSL_EXTENSION_DIRECTIVE_MIDSHADER("false")
DRI_CONF_ALLOW_GLSL_BUILTIN_VARIABLE_REDECLARATION("false")
DRI_CONF_ALLOW_GLSL_CROSS_STAGE_INTERPOLATION_MISMATCH("false")
DRI_CONF_ALLOW_HIGHER_COMPAT_VERSION("false")
DRI_CONF_FORCE_GLSL_ABS_SQRT("false")
......
......@@ -3717,6 +3717,11 @@ struct gl_constants
*/
GLboolean AllowGLSLBuiltinVariableRedeclaration;
/**
* Allow GLSL interpolation qualifier mismatch across shader stages.
*/
GLboolean AllowGLSLCrossStageInterpolationMismatch;
/**
* Allow creating a higher compat profile (version 3.1+) for apps that
* request it. Be careful when adding that driconf option because some
......
......@@ -941,6 +941,8 @@ void st_init_extensions(struct pipe_screen *screen,
consts->dri_config_options_sha1 = options->config_options_sha1;
consts->AllowGLSLCrossStageInterpolationMismatch = options->allow_glsl_cross_stage_interpolation_mismatch;
if (consts->GLSLVersion >= 400)
extensions->ARB_gpu_shader5 = GL_TRUE;
if (consts->GLSLVersion >= 410)
......
......@@ -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. -->
......
......@@ -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
......
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