[Mesa-dev] [PATCH 0/2] Allow redeclaration of GLSL builtins; fixes Dying Light and Dead Island Definitive Edition
Ian Romanick
idr at freedesktop.org
Mon May 15 22:04:07 UTC 2017
On 05/12/2017 06:39 AM, 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
Sorry for not responding to this sooner. I've been away for the last
few weeks.
I believe that we enforce this as the result of a conformance test that
does almost exactly this thing. We didn't used to enforce it, but after
discussion with Khronos (which I can dig up), we began enforcing it.
This also led to a clarification in the GLSL spec. Section 3.7
(Identifiers) of the GLSL 4.50 spec says:
However, as noted in the specification, there are some cases where
previously declared variables can be redeclared, and predeclared
"gl_" names are allowed to be redeclared in a shader only for these
specific purposes. More generally, it is a compile-time error to
redeclare a variable, including those starting “gl_”.
Redeclaring gl_VertexID is clearly a bug in the game. Has anyone
reported this to them?
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