<!DOCTYPE driconf [
<!ELEMENT driconf (device+)>
- <!ELEMENT device (application+)>
+ <!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>
<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_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="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="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. -->
<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 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="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="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" />
+ </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="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="Civilization 6" executable="Civ6">
<option name="radeonsi_enable_nir" value="true"/>
</application>
<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>
+ <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>
</driconf>