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:
Sviatoslav Peleshko
2024-02-07 19:22:16 +02:00
committed by Eric Engestrom
parent 5ba7bfbf94
commit 5d47094e47
2 changed files with 2 additions and 1 deletions

View File

@@ -2804,7 +2804,7 @@
"description": "driconf: Apply dual color blending workaround to Dying Light",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": null,
"notes": null

View File

@@ -169,6 +169,7 @@ TODO: document the other workarounds.
<application name="Dying Light" executable="DyingLightGame">
<option name="allow_glsl_builtin_variable_redeclaration" value="true" />
<option name="dual_color_blend_by_location" value="true" />
</application>
<application name="Exanima" executable="Exanima.exe">