util: use standard name for strncmp()
[mesa.git] / src / util / 00-mesa-defaults.conf
index 82037c1593b5f966698b4874b390822496e9a5b0..ae29d8837d581987d70b666a66e72a8e120f9e21 100644 (file)
@@ -111,6 +111,11 @@ TODO: document the other workarounds.
             <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>
@@ -221,6 +226,10 @@ TODO: document the other workarounds.
             <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>
+
         <!-- The GL thread whitelist is below, workarounds are above.
              Keep it that way. -->
 
@@ -437,6 +446,14 @@ TODO: document the other workarounds.
         <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>
+
+        <!-- Gallium Nine workarounds: -->
+        <application name="Rayman Legends" executable="Rayman Legends.exe">
+            <option name="dynamic_texture_workaround" value="true" />
+        </application>
     </device>
     <!-- vmwgfx doesn't like full buffer swaps and can't sync to vertical retraces.-->
     <device driver="vmwgfx">
@@ -454,6 +471,12 @@ TODO: document the other workarounds.
         <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>
@@ -463,5 +486,34 @@ TODO: document the other workarounds.
         <application name="Civilization 6" executable="Civ6Sub">
             <option name="radeonsi_enable_nir" value="true"/>
         </application>
+        <application name="DiRT Rally" executable="DirtRally">
+            <option name="radeonsi_prim_restart_tri_strips_only" 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>
 </driconf>