[Mesa-dev] [PATCH 0/2] Allow redeclaration of GLSL builtins; fixes Dying Light and Dead Island Definitive Edition

John Brooks john at fastquake.com
Fri May 12 23:55:06 UTC 2017


On Sat, May 13, 2017 at 09:04:05AM +1000, Timothy Arceri wrote:
> On 13/05/17 00:11, John Brooks wrote:
> >On Fri, May 12, 2017 at 03:56:26PM +0200, Samuel Pitoiset wrote:
> >>
> >>
> >>On 05/12/2017 03:39 PM, John Brooks wrote:
> >>>Since release, Dying Light and Dead Island Definitive Edition have been broken
> >>>on Mesa, producing at best only a black screen after loading. I found that the
> >>>root of the problem is that their vertex shaders redeclare the GLSL builtin
> >>>gl_VertexID, which Mesa's compiler considers to be an error:
> >>>
> >>>     error: `gl_VertexID' redeclared
> >>>
> >>>These patches make the compiler more lenient so that the shaders compile.
> >>>Because such redeclarations are not explicitly valid in the spec, this
> >>>behaviour is selectively activated by the new allow_glsl_builtin_redeclaration
> >>>driconf option, which has been enabled for both games in the default drirc.
> >>>
> >>>With this change, both games work on Mesa and render correctly. Note that the
> >>>games require OpenGL 4.4+, and so it is necessary to launch them with
> >>>MESA_GL_VERSION_OVERRIDE and MESA_GLSL_VERSION_OVERRIDE set to OpenGL 4.4 (GLSL
> >>>440) or higher.
> >>>
> >>>Contrary to popular belief, this problem actually had nothing whatsoever to do
> >>>with compatibility profiles. Forcing Mesa to create a higher version
> >>>compatibility profile with MESA_GL_VERSION_OVERRIDE=4.5COMPAT or
> >>>allow_higher_compat_version results in graphical glitches, so don't use that.
> >>
> >>I wonder if there is multiple versions of Dying Light, but using
> >>MESA_GL_VERSION_OVERRIDE=4.4 and MESA_GLSL_VERSION_OVERRIDE=440 doesn't work
> >>for me (game crash at launching). Also it requests some unsupported GL
> >>functions (compat?).
> >>
> >>IIRC, Dying Light wants a GL 4.4 compat profile, I guess Timothy can
> >>confirm?
> >>
> >>What's your steam app ID?
> >>
> >>Btw, you probably don't need to override the GL/GLSL versions, it should be
> >>backward compatible.
> >>
> >
> >Steam App ID 239140. The use of legacy functions (such as glBegin) in frame 0
> >is SDL's doing:
> ><https://github.com/spurious/SDL-mirror/blob/master/src/render/opengl/SDL_render_gl.c#L1334>
> >
> >I don't know why your game would crash on launch. My first thought would be
> >steam runtime issues though. Make sure Steam runtime is enabled and remove
> >~/.local/share/Steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libstdc++.so.6
> >
> >The version override is necessary since the game will not render at all with a
> >3.0 compat profile, which is what it gets without an override.
> 
> Right but isn't that is because the game is requesting a compat profile?
> 
> How do you know that the rendering issues you see when using the compat
> override are not because of missing compat support for higher GL versions?
> 
> For example a feature/behavior supported in an eariler GL version may have
> been changed to be more like core and it just happens that overriding to use
> core makes the rendering problems go away.
> 

Nope, it's not requesting a compat profile or anything specific at all. I
checked with ltrace and the game calls SDL_GL_CreateContext without calling
SDL_GL_SetAttribute to specify a version or type. Thus, SDL just calls
glXCreateContext:
https://hg.libsdl.org/SDL/file/tip/src/video/x11/SDL_x11opengl.c#l620

The spec says nothing of what version you're supposed to get with
glXCreateContext, but the result with Mesa is a 3.0 compatibility profile
unless you override it.

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--
John Brooks
Frogging101 on IRC and elsewhere


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