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. > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev -- John Brooks Frogging101 on IRC and elsewhere _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev