driconf: Apply dual color blending workaround to Dying Light
The game uses shader with `location=0` and `location=1` outputs where
it wants dual source blending and should've used `location=0, index=0`
and `location=0, index=1`.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10413
Signed-off-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27509>
(cherry picked from commit 0a1c8779e8
)
This commit is contained in:

committed by
Eric Engestrom

parent
5ba7bfbf94
commit
5d47094e47
@@ -2804,7 +2804,7 @@
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"description": "driconf: Apply dual color blending workaround to Dying Light",
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"nominated": true,
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"nomination_type": 0,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@@ -169,6 +169,7 @@ TODO: document the other workarounds.
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<application name="Dying Light" executable="DyingLightGame">
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<option name="allow_glsl_builtin_variable_redeclaration" value="true" />
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<option name="dual_color_blend_by_location" value="true" />
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</application>
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<application name="Exanima" executable="Exanima.exe">
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