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authorKurt Kartaltepe <kkartaltepe@gmail.com>2023-05-07 12:55:48 -0700
committerEric Engestrom <eric@engestrom.ch>2023-05-10 12:40:12 +0100
commitaa234e276ef483d9bb2d91c07b72e9eeaf2c7414 (patch)
treef50a7ce7eb51828b7d192ff97f797aa4fb3fc630
parent34936765d450b96e3b0bd93baf5722ffd5795352 (diff)
drirc: Set limit_trig_input_range option for Nier games
Resolves ambient occlusion rendering in Replicant Resolves grass and ocean animations in Automata, and maybe more. Both of these games have shaders that expect trig values to work across large ranges with good precision. Closes #7656 Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Cc: mesa-stable Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22894> (cherry picked from commit 7accfbffd83377a40f16e6f5e0a04d5a14683fad)
-rw-r--r--.pick_status.json2
-rw-r--r--src/util/00-mesa-defaults.conf6
2 files changed, 7 insertions, 1 deletions
diff --git a/.pick_status.json b/.pick_status.json
index 3a2c79b183b..80c49495e04 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -13,7 +13,7 @@
"description": "drirc: Set limit_trig_input_range option for Nier games",
"nominated": true,
"nomination_type": 0,
- "resolution": 0,
+ "resolution": 1,
"main_sha": null,
"because_sha": null
},
diff --git a/src/util/00-mesa-defaults.conf b/src/util/00-mesa-defaults.conf
index f39825cde5d..d7ea52fb4c2 100644
--- a/src/util/00-mesa-defaults.conf
+++ b/src/util/00-mesa-defaults.conf
@@ -1030,6 +1030,12 @@ TODO: document the other workarounds.
<application name="Rise of the Tomb Raider" executable="ROTTR.exe">
<option name="limit_trig_input_range" value="true" />
</application>
+ <application name="NieR Replicant ver.1.22474487139" executable="NieR Replicant ver.1.22474487139.exe">
+ <option name="limit_trig_input_range" value="true" />
+ </application>
+ <application name="NieR:Automata" executable="NieRAutomata.exe">
+ <option name="limit_trig_input_range" value="true" />
+ </application>
<!--
Disable 16-bit feature on zink and angle so that GLES mediump doesn't
lower to our inefficent 16-bit shader support. No need to do so for