<!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_higher_compat_version" value="true" />
</application>
- <application name="The Culling" executable="Victory">
+ <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>
<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. -->
<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="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="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="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
<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>