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00-mesa-defaults.conf
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06/12/2020 01:21:18 AM
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<?xml version="1.0" standalone="yes"?> <!-- ============================================ Application bugs worked around in this file: ============================================ * Unigine Heaven 3.0 and older contain too many bugs and can't be supported by drivers that want to be compliant. * Various Unigine products don't use the #version and #extension GLSL directives, meaning they only get GLSL 1.10 and no extensions for their shaders. Enabling all extensions for Unigine fixes most issues, but the GLSL version is still 1.10. * If ARB_sample_shading is supported, Unigine Heaven 4.0 and Valley 1.0 uses an #extension directive in the middle of its shaders, which is illegal in GLSL. * Dying Light and Dead Island Definitive Edition redeclare vertex shader built-ins (specifically gl_VertexID), which causes the vertex shaders to fail to compile. * Applications that are not suitable for adapative sync are blacklisted here. TODO: document the other workarounds. --> <!DOCTYPE driconf [ <!ELEMENT driconf (device+)> <!ELEMENT device (application | engine)+> <!ATTLIST device driver CDATA #IMPLIED> <!ELEMENT application (option+)> <!ATTLIST application name CDATA #REQUIRED executable CDATA #REQUIRED> <!ELEMENT engine (option+)> <!-- engine_name_match: A regexp matching the engine name --> <!-- engine_version: A list of version in range format (version 1 to 4 and version 7 to 8 : "1:4,7:8") --> <!ATTLIST engine engine_name_match CDATA #REQUIRED engine_versions CDATA #REQUIRED> <!ELEMENT option EMPTY> <!ATTLIST option name CDATA #REQUIRED value CDATA #REQUIRED> ]> <driconf> <!-- Please always enable app-specific workarounds for all drivers and screens. --> <device> <application name="Unigine Sanctuary" executable="Sanctuary"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> <option name="disable_arb_gpu_shader5" value="true" /> </application> <application name="Unigine Tropics" executable="Tropics"> <option name="force_glsl_extensions_warn" value="true" /> <option name="disable_blend_func_extended" value="true" /> <option name="disable_arb_gpu_shader5" value="true" /> </application> <application name="Unigine Heaven (32-bit)" executable="heaven_x86"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <!-- remove dual_color_blend_by_location if 4.1 ever comes out --> <option name="dual_color_blend_by_location" value="true" /> </application> <application name="Unigine Heaven (64-bit)" executable="heaven_x64"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <!-- remove dual_color_blend_by_location if 4.1 ever comes out --> <option name="dual_color_blend_by_location" value="true" /> </application> <application name="Unigine Valley (32-bit)" executable="valley_x86"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <!-- remove dual_color_blend_by_location if 1.1 ever comes out --> <option name="dual_color_blend_by_location" value="true" /> </application> <application name="Unigine Valley (64-bit)" executable="valley_x64"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <!-- remove dual_color_blend_by_location if 1.1 ever comes out --> <option name="dual_color_blend_by_location" value="true" /> </application> <application name="Unigine OilRush (32-bit)" executable="OilRush_x86"> <option name="disable_blend_func_extended" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Unigine OilRush (64-bit)" executable="OilRush_x64"> <option name="disable_blend_func_extended" value="true" /> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Savage 2" executable="savage2.bin"> <option name="disable_glsl_line_continuations" value="true" /> </application> <application name="Topogun (32-bit)" executable="topogun32"> <option name="always_have_depth_buffer" value="true" /> </application> <application name="Topogun (64-bit)" executable="topogun64"> <option name="always_have_depth_buffer" value="true" /> </application> <application name="Dead Island (incl. Definitive Edition)" executable="DeadIslandGame"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <!-- For the Definitive Edition which shares the same executable name --> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> </application> <application name="Dead Island Riptide Definitive Edition" executable="DeadIslandRiptideGame"> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> </application> <application name="Doom 3: BFG" executable="Doom3BFG.exe"> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> <option name="force_glsl_extensions_warn" value="true" /> </application> <application name="Dying Light" executable="DyingLightGame"> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> </application> <application name="RAGE (64-bit)" executable="Rage64.exe"> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> </application> <application name="RAGE (32-bit)" executable="Rage.exe"> <option name="allow_glsl_builtin_variable_redeclaration" value="true" /> </application> <application name="Second Life" executable="do-not-directly-run-secondlife-bin"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Warsow (32-bit)" executable="warsow.i386"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Warsow (64-bit)" executable="warsow.x86_64"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Rust" executable="rust"> <option name="glsl_zero_init" value="true"/> </application> <application name="Divinity: Original Sin Enhanced Edition" executable="EoCApp"> <option name="allow_glsl_extension_directive_midshader" value="true" /> <option name="glsl_correct_derivatives_after_discard" value="true" /> <option name="force_gl_vendor" value="ATI Technologies, Inc."/> </application> <application name="Metro 2033 Redux / Metro Last Night Redux" executable="metro"> <option name="allow_glsl_extension_directive_midshader" value="true" /> </application> <application name="Worms W.M.D" executable="Worms W.M.Dx64"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="Crookz - The Big Heist" executable="Crookz"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="Tropico 5" executable="Tropico5"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="Faster than Light (32-bit)" executable="FTL.x86"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="Faster than Light (64-bit)" executable="FTL.amd64"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="Final Fantasy VIII: Remastered" executable="FFVIII.exe"> <option name="allow_higher_compat_version" value="true" /> </application> <application name="The Culling" executable="Victory"> <option name="force_glsl_version" value="440" /> </application> <application name="Spec Ops: The Line (32-bit)" executable="specops.i386"> <option name="force_glsl_abs_sqrt" value="true" /> </application> <application name="Spec Ops: The Line (64-bit)" executable="specops"> <option name="force_glsl_abs_sqrt" value="true" /> </application> <application name="Kerbal Space Program (32-bit)" executable="KSP.x86"> <option name="glsl_zero_init" value="true"/> </application> <application name="Kerbal Space Program (64-bit)" executable="KSP.x86_64"> <option name="glsl_zero_init" value="true"/> </application> <application name="Rocket League" executable="RocketLeague"> <option name="glsl_correct_derivatives_after_discard" value="true"/> </application> <application name="The Witcher 2" executable="witcher2"> <option name="glsl_correct_derivatives_after_discard" value="true"/> </application> <application name="Unreal 4 Editor" executable="UE4Editor"> <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/> </application> <application name="Observer" executable="TheObserver-Linux-Shipping"> <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/> </application> <application name="Steamroll" executable="Steamroll-Linux-Shipping"> <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/> </application> <application name="Refunct" executable="Refunct-Linux-Shipping"> <option name="allow_glsl_cross_stage_interpolation_mismatch" value="true"/> </application> <application name="Google Earth VR" executable="Earth.exe"> <option name="allow_glsl_builtin_const_expression" value="true"/> <option name="allow_glsl_relaxed_es" value="true"/> </application> <application name="No Mans Sky" executable="NMS.exe"> <option name="force_glsl_extensions_warn" value="true" /> <option name="allow_glsl_layout_qualifier_on_function_parameters" value="true" /> </application> <application name="Wolfenstein The Old Blood" executable="WolfOldBlood_x64.exe"> <option name="force_compat_profile" value="true" /> </application> <application name="ARMA 3" executable="arma3.x86_64"> <option name="glsl_correct_derivatives_after_discard" value="true"/> </application> <application name="Epic Games Launcher" executable="EpicGamesLauncher.exe"> <option name="force_compat_profile" value="true" /> </application> <application name="GpuTest" executable="GpuTest"> <!-- GiMark benchmark from GpuTest does not initialize .w channel of lightDir0 and lightDir1 varyings in the vertex shader while uses it in the fragment shader. --> <option name="glsl_zero_init" value="true"/> </application> <!-- The GL thread whitelist is below, workarounds are above. Keep it that way. --> <application name="Alien Isolation" executable="AlienIsolation"> <option name="mesa_glthread" value="true"/> </application> <application name="BioShock Infinite" executable="bioshock.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Borderlands 2" executable="Borderlands2"> <option name="mesa_glthread" value="true"/> </application> <application name="Civilization 5" executable="Civ5XP"> <option name="mesa_glthread" value="true"/> </application> <application name="Civilization 6" executable="Civ6"> <option name="mesa_glthread" value="true"/> </application> <application name="Civilization 6" executable="Civ6Sub"> <option name="mesa_glthread" value="true"/> </application> <application name="Dreamfall Chapters" executable="Dreamfall Chapters"> <option name="mesa_glthread" value="true"/> </application> <application name="Hitman" executable="HitmanPro"> <option name="mesa_glthread" value="true"/> </application> <application name="Renowned Explorers: International Society" executable="abbeycore_steam"> <option name="mesa_glthread" value="true"/> </application> <application name="Saints Row 2" executable="saintsrow2.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Saints Row: The Third" executable="SaintsRow3.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Saints Row IV" executable="SaintsRow4.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Saints Row: Gat out of Hell" executable="SaintsRow4GooH.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Sid Meier's: Civilization Beyond Earth" executable="CivBE"> <option name="mesa_glthread" value="true"/> </application> <application name="The Witcher 2" executable="witcher2"> <option name="mesa_glthread" value="true"/> </application> <application name="American Truck Simulator" executable="amtrucks"> <option name="mesa_glthread" value="true"/> </application> <application name="Euro Truck Simulator 2" executable="eurotrucks2"> <option name="mesa_glthread" value="true"/> </application> <application name="Overlord" executable="overlord.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Overlord 2" executable="overlord2.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Oil Rush" executable="OilRush_x86"> <option name="mesa_glthread" value="true"/> </application> <application name="War Thunder" executable="aces"> <option name="mesa_glthread" value="true"/> </application> <application name="War Thunder (Wine)" executable="aces.exe"> <option name="mesa_glthread" value="true"/> </application> <application name="Outlast" executable="OLGame.x86_64"> <option name="mesa_glthread" value="true"/> </application> <application name="Spec Ops: The Line (32-bit)" executable="specops.i386"> <option name="mesa_glthread" value="true"/> </application> <application name="Spec Ops: The Line (64-bit)" executable="specops"> <option name="mesa_glthread" value="true"/> </application> <application name="Mount and Blade Warband" executable="mb_warband_linux"> <option name="mesa_glthread" value="true"/> </application> <!-- around 18% performance increase in min and avg fps, max fps capped at 60fps. --> <application name="Medieval II: Total War" executable="Medieval2"> <option name="mesa_glthread" value="true"/> </application> <!-- min fps ~21 ===> ~27 while standing still in game, also higher gpu load. --> <application name="Carnivores: Dinosaur Hunter Reborn (wine)" executable="Carnivores-master.exe"> <option name="mesa_glthread" value="true"/> </application> <!-- around 30% increase in avg fps --> <application name="Far Cry 2 (wine)" executable="farcry2.exe"> <option name="mesa_glthread" value="true"/> </application> <application name="Talos Principle" executable="Talos"> <option name="mesa_glthread" value="true"/> </application> <application name="Talos Principle (Unrestricted)" executable="Talos_Unrestricted"> <option name="mesa_glthread" value="true"/> </application> <!-- roughly 30% increase in fps --> <application name="7 Days To Die (64-bit)" executable="7DaysToDie.x86_64"> <option name="mesa_glthread" value="true"/> </application> <application name="7 Days To Die (32-bit)" executable="7DaysToDie.x86"> <option name="mesa_glthread" value="true"/> </application> <!-- Emulator tends to have a high CPU load for GPU emulation, so separating the driver overhead yield an improvement. --> <application name="Dolphin Emulator" executable="dolphin-emu"> <option name="mesa_glthread" value="true"/> </application> <application name="Citra - Nintendo 3DS Emulator" executable="citra-qt"> <option name="mesa_glthread" value="true"/> </application> <application name="Yuzu - Nintendo Switch Emulator" executable="yuzu"> <option name="mesa_glthread" value="true"/> </application> <!-- Adaptive sync blacklist follows below: --> <application name="gnome-shell" executable="gnome-shell"> <option name="adaptive_sync" value="false" /> </application> <application name="Desktop — Plasma" executable="plasmashell"> <option name="adaptive_sync" value="false" /> </application> <application name="budgie-wm" executable="budgie-wm"> <option name="adaptive_sync" value="false" /> </application> <application name="kwin_x11" executable="kwin_x11"> <option name="adaptive_sync" value="false" /> </application> <application name="ksmserver-logout-greeter" executable="ksmserver-logout-greeter"> <option name="adaptive_sync" value="false" /> </application> <application name="ksmserver-switchuser-greeter" executable="ksmserver-switchuser-greeter"> <option name="adaptive_sync" value="false" /> </application> <application name="kscreenlocker_greet" executable="kscreenlocker_greet"> <option name="adaptive_sync" value="false" /> </application> <application name="startplasma" executable="startplasma"> <option name="adaptive_sync" value="false" /> </application> <application name="sddm-greeter" executable="sddm-greeter"> <option name="adaptive_sync" value="false" /> </application> <application name="krunner" executable="krunner"> <option name="adaptive_sync" value="false" /> </application> <application name="spectacle" executable="spectacle"> <option name="adaptive_sync" value="false" /> </application> <application name="marco" executable="marco"> <option name="adaptive_sync" value="false" /> </application> <application name="compton" executable="compton"> <option name="adaptive_sync" value="false" /> </application> <application name="xfwm4" executable="xfwm4"> <option name="adaptive_sync" value="false" /> </application> <application name="Enlightenment" executable="enlightenment"> <option name="adaptive_sync" value="false" /> </application> <application name="mutter" executable="mutter"> <option name="adaptive_sync" value="false" /> </application> <application name="muffin" executable="muffin"> <option name="adaptive_sync" value="false" /> </application> <application name="compiz" executable="compiz"> <option name="adaptive_sync" value="false" /> </application> <application name="Firefox" executable="firefox"> <option name="adaptive_sync" value="false" /> </application> <application name="Firefox ESR" executable="firefox-esr"> <option name="adaptive_sync" value="false" /> </application> <application name="Chromium" executable="chromium"> <option name="adaptive_sync" value="false" /> </application> <application name="Google Chrome" executable="chrome"> <option name="adaptive_sync" value="false" /> </application> <application name="Iceweasel" executable="iceweasel"> <option name="adaptive_sync" value="false" /> </application> <application name="Epiphany" executable="epiphany"> <option name="adaptive_sync" value="false" /> </application> <application name="Konqueror" executable="konqueror"> <option name="adaptive_sync" value="false" /> </application> <application name="Falkon" executable="falkon"> <option name="adaptive_sync" value="false" /> </application> <application name="Seamonkey" executable="seamonkey"> <option name="adaptive_sync" value="false" /> </application> <application name="Waterfox" executable="waterfox"> <option name="adaptive_sync" value="false" /> </application> <application name="VLC Media Player" executable="vlc"> <option name="adaptive_sync" value="false" /> </application> <application name="Totem" executable="totem"> <option name="adaptive_sync" value="false" /> </application> <application name="Dragon Player" executable="dragon"> <option name="adaptive_sync" value="false" /> </application> <application name="mpv" executable="mpv"> <option name="adaptive_sync" value="false" /> </application> <application name="Xorg" executable="Xorg"> <option name="v3d_nonmsaa_texture_size_limit" value="true" /> </application> <application name="gfxbench" executable="testfw_app"> <option name="vk_x11_override_min_image_count" value="2" /> <option name="vk_wsi_force_bgra8_unorm_first" value="true" /> </application> <!-- Gallium Nine workarounds: --> <application name="Rayman Legends" executable="Rayman Legends.exe"> <option name="dynamic_texture_workaround" value="true" /> </application> <!-- Vulkan workarounds: --> <!-- Works around the game not starting (does not deal with the implementation returning more images than the minimum specified by the application. --> <engine engine_name_match="UnrealEngine4.*" engine_versions="0:23"> <option name="vk_x11_strict_image_count" value="true" /> </engine> <!-- DOOM crashes at startup without this workaround if the adaptative sync mode is enabled. --> <application name="DOOM" executable="DOOMx64vk.exe"> <option name="vk_x11_strict_image_count" value="true" /> </application> </device> <!-- vmwgfx doesn't like full buffer swaps and can't sync to vertical retraces.--> <device driver="vmwgfx"> <application name="gnome-shell" executable="gnome-shell"> <option name="glx_disable_ext_buffer_age" value="true" /> <option name="glx_disable_oml_sync_control" value="true" /> <option name="glx_disable_sgi_video_sync" value="true" /> </application> <application name="Compiz" executable="Compiz"> <option name="glx_disable_ext_buffer_age" value="true" /> <option name="glx_disable_oml_sync_control" value="true" /> </application> </device> <device driver="radeonsi"> <application name="ARK: Survival Evolved (and unintentionally the UE4 demo template)" executable="ShooterGame"> <option name="radeonsi_clear_db_cache_before_clear" value="true" /> </application> <application name="American Truck Simulator" executable="amtrucks"> <option name="radeonsi_zerovram" value="true" /> </application> <application name="Counter-Strike Global Offensive" executable="csgo_linux64"> <option name="radeonsi_zerovram" value="true" /> </application> <application name="No Mans Sky" executable="NMS.exe"> <option name="radeonsi_zerovram" value="true" /> </application> <application name="Rocket League" executable="RocketLeague"> <option name="radeonsi_zerovram" value="true" /> </application> <application name="DiRT Rally" executable="DirtRally"> <option name="radeonsi_prim_restart_tri_strips_only" value="true"/> </application> <application name="Gfx Bench" executable="gfxbench_gl"> <!-- Helps offscreen tests --> <option name="mesa_glthread" value="true"/> </application> </device> <device driver="virtio_gpu"> <!-- Some Valve games do a final blit to a BRGA_sRGB surface. On a GLES host this format is not supported and the blit will go to BGRA_UNORM resulting in an unintended linearization and the final output being too dark. --> <application name="Half Life 2" executable="hl2_linux"> <option name="gles_emulate_bgra" value="true" /> </application> <application name="Portal" executable="hl2_linux"> <option name="gles_emulate_bgra" value="true" /> </application> <application name="Left 4 Dead 2" executable="hl2_linux"> <option name="gles_emulate_bgra" value="true" /> </application> <application name="Dota 2" executable="dota2"> <option name="gles_emulate_bgra" value="true" /> </application> <!-- The Raven Remastered expects a BGRA_sRGB surface and a BGRA_sRGB surface that is capable to do texture views, since on GLES the BGRA format provided by EXT_texture_BGRA8888 has no sRGB counterpart and is not in the list of suppoerted TextureView formats we need to emulate this --> <application name="The Raven Remastered" executable="Raven"> <option name="gles_emulate_bgra" value="true" /> </application> </device> <device driver="i965"> <application name="Middle Earth: Shadow of Mordor" executable="ShadowOfMordor"> <option name="vs_position_always_invariant" value="true" /> </application> </device> <device driver="iris"> <application name="Middle Earth: Shadow of Mordor" executable="ShadowOfMordor"> <option name="vs_position_always_invariant" value="true" /> </application> </device> </driconf>