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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 denylisted here.
TODO: document the other workarounds.
-->
<!DOCTYPE driconf [
<!ELEMENT driconf (device+)>
<!ELEMENT device (application | engine)+>
<!ATTLIST device driver CDATA #IMPLIED
device CDATA #IMPLIED>
<!ELEMENT application (option+)>
<!ATTLIST application name CDATA #REQUIRED
executable CDATA #IMPLIED
executable_regexp CDATA #IMPLIED
sha1 CDATA #IMPLIED
application_name_match CDATA #IMPLIED
application_versions CDATA #IMPLIED>
<!ELEMENT engine (option+)>
<!-- engine_name_match: A regexp matching the engine name -->
<!-- engine_versions: A version in range format
(version 1 to 4 : "1:4") -->
<!ATTLIST engine engine_name_match CDATA #REQUIRED
engine_versions CDATA #IMPLIED>
<!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="Akka Arrh" executable="Project-A.exe">
<option name="allow_glsl_extension_directive_midshader" value="true" />
</application>
<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 Heaven (Windows)" executable="heaven.exe">
<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 Valley (Windows)" executable="valley.exe">
<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="Dune: Spice Wars" executable="D4X.exe">
<option name="disable_uniform_array_resize" value="true" />
</application>
<application name="The Chronicles of Riddick: Assault on Dark Athena" executable="DarkAthena.exe">
<option name="disable_uniform_array_resize" value="true" />
<option name="alias_shader_extension" value="GL_ATI_shader_texture_lod:GL_ARB_shader_texture_lod" />
<option name="allow_vertex_texture_bias" value="true" />
</application>
<application name="Dying Light" executable="DyingLightGame">
<option name="allow_glsl_builtin_variable_redeclaration" value="true" />
<option name="dual_color_blend_by_location" value="true" />
</application>
<application name="Exanima" executable="Exanima.exe">
<option name="glsl_zero_init" value="true"/>
</application>
<application name="Full Bore" executable="fullbore">
<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" />
<option name="force_gl_map_buffer_synchronized" value="true" />
</application>
<application name="RAGE (32-bit)" executable="Rage.exe">
<option name="allow_glsl_builtin_variable_redeclaration" value="true" />
<option name="force_gl_map_buffer_synchronized" 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="SNK HEROINES Tag Team Frenzy" executable="SNKHEROINES.exe">
<option name="force_compat_shaders" value="true" />
</application>
<application name="Metal Slug XX" executable="MSXX_main.exe">
<option name="force_compat_shaders" 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="Jamestown+" executable="JamestownPlus.exe">
<option name="force_compat_profile" 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="Luna Sky" executable="lunasky">
<option name="force_glsl_version" value="130"/>
<option name="glsl_ignore_write_to_readonly_var" 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>
<!-- Pixel Game Maker MV workarounds. Games include: YuuYuu Jiteki no Yuukarin, Elfin Force, Eden Gamma, etc -->
<application name="Pixel Game Maker MV" executable="player.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Eden Gamma" executable="EdenGammaGame-0.3.0.2.exe">
<option name="allow_glsl_120_subset_in_110" 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="We Happy Few" executable="GlimpseGame">
<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="Champions of Regnum" executable="game">
<option name="allow_extra_pp_tokens" 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>
<application name="Curse of the Dead Gods" executable="Curse of the Dead Gods.exe">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/2598 -->
<option name="glsl_zero_init" value="true" />
</application>
<application name="GRID Autosport" executable="GridAutosport">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/1258 -->
<option name="force_integer_tex_nearest" value="true" />
</application>
<application name="DIRT: Showdown" executable="dirt.i386">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/1258 -->
<option name="force_integer_tex_nearest" value="true" />
</application>
<application name="DiRT Rally" executable="DirtRally">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/5648 -->
<option name="vs_position_always_invariant" value="true" />
</application>
<application name="Homerun Clash" executable="com.haegin.homerunclash">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/7199 -->
<option name="lower_depth_range_rate" value="0.8" />
</application>
<application name="The Spirit and The Mouse" executable="TheSpiritAndTheMouse.exe">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/9738 -->
<option name="lower_depth_range_rate" value="0.8" />
</application>
<application name="Penumbra: Overture" executable="Penumbra.exe">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/8425 -->
<option name="allow_multisampled_copyteximage" value="true" />
</application>
<!-- Workarounds for SPECviewperf relying on invalid / non-conformant
OpenGL behavior. Older SPECviewperf versions might also need this.
-->
<application name="SPECviewperf13" executable="viewperf">
<option name="vblank_mode" value="0" />
<option name="glthread_nop_check_framebuffer_status" value="true" />
<option name="allow_glsl_extension_directive_midshader" value="true" />
<option name="allow_glsl_120_subset_in_110" value="true" />
<!-- This makes it use GL_NVX_gpu_memory_info to query memory info
instead of non-existent GLX_AMD_gpu_association. Yes, it checks
the vendor string, not the extension list. -->
<option name="force_gl_vendor" value="NVIDIA Corporation" />
<!-- creo-02 doesn't enable GL_EXT_shader_image_load_store in GLSL -->
<option name="force_glsl_extensions_warn" value="true" />
<option name="mesa_no_error" value="true" />
<!-- Creating 10-bit pbuffers fails in the X server and returns BadAlloc. -->
<option name="allow_rgb10_configs" value="false" />
<option name="allow_invalid_glx_destroy_window" value="true" />
</application>
<!-- Workaround for unsynchronized VBO updates on Dead Cells android
game. (Possibly also needed for desktop version?)
-->
<application name="Dead-Cells" executable="com.playdigious.deadcells.mobile">
<option name="ignore_map_unsynchronized" value="true" />
</application>
<application name="Teardown" executable="teardown.exe">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/3714 -->
<option name="force_integer_tex_nearest" value="true" />
<option name="allow_glsl_extension_directive_midshader" value="true" />
</application>
<application name="Golf With Your Friends" executable="Golf With Your Friends.x86_64">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/4547 -->
<option name="glsl_correct_derivatives_after_discard" value="true" />
</application>
<application name="Cossacks 3" executable="cossacks.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Kaiju-A-Gogo" executable="kaiju.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Captain Lycop: Invasion of the Heters (Wine)" executable="lycop.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Captain Lycop: Invasion of the Heters" executable="lycop">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Joe Danger (Wine)" executable="JoeDanger.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="Joe Danger 2 (Wine)" executable="JoeDanger2.exe">
<option name="allow_glsl_120_subset_in_110" value="true" />
</application>
<application name="BETA CAE Systems - GL detect tool" executable="detect_opengl_tool">
<option name="mesa_extension_override" value="-GL_MESA_pack_invert -GL_MESA_framebuffer_flip_y -GL_MESA_window_pos" />
</application>
<application name="BETA CAE Systems - ANSA" executable="ansa_linux_x86_64">
<option name="mesa_extension_override" value="-GL_MESA_pack_invert -GL_MESA_framebuffer_flip_y -GL_MESA_window_pos" />
<option name="do_dce_before_clip_cull_analysis" value="true" />
</application>
<application name="BETA CAE Systems - META" executable="meta_post_x86_64">
<option name="mesa_extension_override" value="-GL_MESA_pack_invert -GL_MESA_framebuffer_flip_y -GL_MESA_window_pos" />
</application>
<!-- Workaround for Mari with executable name like Mari4.5v2, Mari4.7v4 -->
<application name="Mari" executable_regexp="Mari[0-9]+[.][0-9]+v[0-9]+">
<!-- Need ARB_gpu_shader5 for non-const sampler array index support -->
<option name="force_glsl_extensions_warn" value="true" />
</application>
<application name="Discovery Studio 2020" executable="DiscoveryStudio2020-bin">
<option name="force_direct_glx_context" value="true" />
</application>
<application name="Abaqus" executable="ABQcaeK">
<option name="keep_native_window_glx_drawable" value="true" />
<option name="allow_rgb10_configs" value="false" />
</application>
<application name="Maya" executable="maya.bin">
<!-- Needed otherwise the app doesn't try to use OpenCL -->
<option name="force_gl_vendor" value="ATI Technologies Inc." />
</application>
<application name="SD Gundam G Generation Cross Rays" executable="togg.exe">
<option name="force_compat_shaders" value="true" />
</application>
<application name="FINAL FANTASY XI" executable="pol.exe">
<!-- Causes invisible textures. -->
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/7562 -->
<option name="mesa_glthread_app_profile" value="0"/>
</application>
<application name="Talos Principle" executable="Talos">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="Talos Principle (Unrestricted)" executable="Talos_Unrestricted">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="Talos Principle VR" executable="Talos_VR">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="Talos Principle VR (Unrestricted)" executable="Talos_Unrestricted_VR">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="Serious Sam Fusion" executable="Sam2017">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="Serious Sam Fusion (Unrestricted)" executable="Sam2017_Unrestricted">
<option name="vk_wsi_force_swapchain_to_current_extent" value="true"/>
<option name="vk_x11_ignore_suboptimal" value="true"/>
</application>
<application name="DeusExMD" executable="DeusExMD">
<option name="mesa_glthread_app_profile" value="0"/>
</application>
<application name="F1 2015" executable="F12015">
<option name="mesa_glthread_app_profile" value="0"/>
</application>
<application name="KWin Wayland" executable="kwin_wayland">
<!-- This works around a cursor issue with glthread.
See: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7351#note_1581105 -->
<option name="mesa_glthread_app_profile" value="0"/>
</application>
<!-- Adaptive sync denylist follows below: -->
<application name="gnome-shell" executable="gnome-shell">
<option name="adaptive_sync" value="false" />
<option name="v3d_nonmsaa_texture_size_limit" value="true" />
</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="picom" executable="picom">
<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" />
<option name="v3d_nonmsaa_texture_size_limit" value="true" />
</application>
<application name="muffin" executable="muffin">
<option name="adaptive_sync" value="false" />
</application>
<application name="cinnamon" executable="cinnamon">
<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="Xorg" executable="Xorg">
<option name="v3d_nonmsaa_texture_size_limit" value="true" />
</application>
<application name="gfxbench" executable="testfw_app">
<option name="mesa_glthread_app_profile" value="0" />
<option name="vk_x11_override_min_image_count" value="2" />
<option name="vk_wsi_force_bgra8_unorm_first" value="true" />
</application>
<application name="Rainbow Six Siege (Vulkan)" executable="RainbowSix_Vulkan.exe">
<option name="vk_x11_override_min_image_count" value="2" />
<option name="vk_x11_strict_image_count" value="true" />
</application>
<application name="Rainbow Six Extraction (Wine)" executable="R6-Extraction.exe">
<option name="vk_x11_override_min_image_count" value="2" />
<option name="vk_x11_strict_image_count" value="true" />
</application>
<!-- Workaround for Hades: Vulkan backend of the game is not starting
if the implementation returns more than 3 swapchain images. -->
<application name="Hades" executable="Hades.exe">
<option name="vk_x11_override_min_image_count" value="3" />
<option name="vk_x11_strict_image_count" value="true" />
</application>
<application name="Brink" executable="brink.exe">
<option name="glx_extension_override" value="-GLX_OML_swap_method" />
<option name="allow_higher_compat_version" value="true" />
</application>
<application name="Enter The Gungeon (32 bits)" executable="EtG.x86">
<option name="glsl_correct_derivatives_after_discard" value="true" />
</application>
<application name="Enter The Gungeon (64 bits)" executable="EtG.x86_64">
<option name="glsl_correct_derivatives_after_discard" value="true" />
</application>
<application name="Assault Android Cactus (32-bit)" executable="cactus_demo.x86">
<option name="vs_position_always_precise" value="true" />
</application>
<application name="Assault Android Cactus (64-bit)" executable="cactus_demo.x86_64">
<option name="vs_position_always_precise" value="true" />
</application>
<application name="Assault Android Cactus (32-bit)" executable="cactus.x86">
<option name="vs_position_always_precise" value="true" />
</application>
<application name="Assault Android Cactus (64-bit)" executable="cactus.x86_64">
<option name="vs_position_always_precise" value="true" />
</application>
<application name="Limbo" executable="limbo">
<!-- issue 7976 -->
<option name="glsl_zero_init" value="true"/>
</application>
<application name="Genshin Impact" executable="com.miHoYo.GenshinImpact">
<option name="ignore_discard_framebuffer" 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>
<!-- DOOM Doom Eternal happily creates a swapchain with 2 images for
IMMEDIATE. This fixes a 10% performance issue with RADV. -->
<application name="DOOMEternal" executable="DOOMEternalx64vk.exe">
<option name="vk_x11_ensure_min_image_count" value="true" />
</application>
<application name="Path of Exile" executable="PathOfExile_x64Steam.exe">
<option name="vk_zero_vram" value="true" />
</application>
<application name="Path of Exile" executable="PathOfExileSteam.exe">
<option name="vk_zero_vram" value="true" />
</application>
<application name="X4 Foundations" executable="X4.exe">
<option name="vk_zero_vram" value="true" />
</application>
<!-- Wolfenstein: Youngblood crashes at startup on xwayland without this workaround. -->
<application name="Wolfenstein: Youngblood(x64vk)" executable="Youngblood_x64vk.exe">
<option name="vk_x11_strict_image_count" value="true" />
</application>
<!-- Wolfenstein II: The New Colossus crashes with vsync turned off on xwayland without this workaround. -->
<application name="Wolfenstein II: The New Colossus" executable="NewColossus_x64vk.exe">
<option name="vk_x11_strict_image_count" value="true" />
</application>
<!-- Metro:Exodus crashes at startup on xwayland without this workaround. -->
<application name="Metro: Exodus" application_name_match="metroexodus">
<option name="vk_x11_strict_image_count" value="true" />
</application>
<application name="Forsaken Remastered" executable="ForsakenEx">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/5437 -->
<option name="vk_dont_care_as_load" value="true" />
</application>
<!-- Atlas Fallen Vulkan crashes with vsync turned off on xwayland without this workaround. -->
<application name="Atlas Fallen" executable="AtlasFallen (VK).exe">
<option name="vk_x11_strict_image_count" value="true" />
</application>
<!-- Disable fp16 support for browsers, since there is too much
broken WebGL out there that uses the wrong precision.
Bonus workaround for Firefox bug #1845309. -->
<application name="Firefox" executable="firefox">
<option name="no_fp16" value="true" />
</application>
<application name="Firefox ESR" executable="firefox-esr">
<option name="no_fp16" value="true" />
</application>
<application name="Chromium" executable="chromium">
<option name="no_fp16" value="true" />
</application>
<application name="Google Chrome" executable="chrome">
<option name="no_fp16" value="true" />
</application>
<application name="Iceweasel" executable="iceweasel">
<option name="no_fp16" value="true" />
</application>
<application name="Epiphany" executable="epiphany">
<option name="no_fp16" value="true" />
</application>
<application name="Konqueror" executable="konqueror">
<option name="no_fp16" value="true" />
</application>
<application name="Falkon" executable="falkon">
<option name="no_fp16" value="true" />
</application>
<application name="Seamonkey" executable="seamonkey">
<option name="no_fp16" value="true" />
</application>
<application name="Waterfox" executable="waterfox">
<option name="no_fp16" value="true" />
</application>
<!-- Game does not consider larger image count in non-vsynced modes. -->
<application name="Detroit Become Human" application_name_match="DetroitBecomeHuman">
<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_extension_override" value="-GLX_OML_sync_control -GLX_SGI_video_sync" />
</application>
<application name="cinnamon" executable="cinnamon">
<option name="glx_extension_override" value="-GLX_OML_sync_control -GLX_SGI_video_sync" />
</application>
<application name="Compiz" executable="Compiz">
<option name="glx_extension_override" value="-GLX_OML_sync_control" />
</application>
</device>
<device driver="radeonsi">
<application name="Alien Isolation" executable="AlienIsolation">
<option name="force_gl_vendor" value="X.Org" />
</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" />
<option name="radeonsi_clamp_div_by_zero" value="true" />
</application>
<application name="Exanima" executable="Exanima.exe">
<option name="radeonsi_zerovram" value="true"/>
</application>
<application name="Nowhere Patrol" executable="NowherePatrol.exe">
<option name="radeonsi_zerovram" value="true" />
</application>
<application name="Rocket League" executable="RocketLeague">
<option name="radeonsi_zerovram" value="true" />
</application>
<!-- YoYo game engine workarounds -->
<application name="Monolith demo5" executable="runner" sha1="0c40d509a74e357f0280cb1bd882e9cd94b91bdf">
<option name="radeonsi_sync_compile" value="true" />
<option name="radeonsi_zerovram" value="true" />
</application>
<!-- Note: The following fix works for both Memoranda and Riptale as they have the same sha -->
<application name="Memoranda / Riptale" executable="runner" sha1="aa13dec6af63c88f308ebb487693896434a4db56">
<option name="radeonsi_sync_compile" value="true" />
</application>
<application name="Nuclear Throne" executable="runner" sha1="84814e8db125e889f5d9d4195a0ca72a871ea1fd">
<option name="radeonsi_sync_compile" value="true" />
</application>
<application name="Undertale" executable="runner" sha1="dfa302e7ec78641d0696dbbc1a06fc29f34ff1ff">
<option name="radeonsi_sync_compile" value="true" />
</application>
<application name="Turmoil" executable="runner" sha1="cbbf757aaab289859f8dae191a7d63afc30643d9">
<option name="radeonsi_sync_compile" value="true" />
</application>
<application name="Peace, Death!" executable="runner" sha1="5b909f3d21799773370adf084f649848f098234e">
<option name="radeonsi_sync_compile" value="true" />
</application>
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/2647 -->
<application name="Kerbal Space Program" executable="KSP.x86_64">
<option name="radeonsi_no_infinite_interp" value="true" />
</application>
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/2686 -->
<application name="7 Days to Die" executable="7DaysToDie.x86_64">
<option name="radeonsi_zerovram" value="true" />
</application>
<application name="7 Days to Die" executable="7DaysToDie.x86">
<option name="radeonsi_zerovram" value="true" />
</application>
<application name="SPECviewperf13" executable="viewperf">
<option name="radeonsi_sync_compile" value="true" />
</application>
<application name="Road Redemption" executable="RoadRedemption.x86_64">
<option name="radeonsi_clamp_div_by_zero" value="true" />
</application>
<application name="Wasteland 2" executable="WL2">
<option name="radeonsi_clamp_div_by_zero" value="true" />
</application>
<application name="Teardown" executable="teardown.exe">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/3714 -->
<option name="radeonsi_clamp_div_by_zero" value="true" />
<option name="radeonsi_no_infinite_interp" value="true" />
</application>
<application name="SpaceEngine" executable="SpaceEngine.exe">
<option name="force_gl_vendor" value="X.Org" />
</application>
<application name="BETA CAE Systems - GL detect tool" executable="detect_opengl_tool">
<option name="force_gl_vendor" value="ATI Technologies Inc." />
</application>
<application name="BETA CAE Systems - ANSA" executable="ansa_linux_x86_64">
<option name="force_gl_vendor" value="ATI Technologies Inc." />
</application>
<application name="BETA CAE Systems - META" executable="meta_post_x86_64">
<option name="force_gl_vendor" value="ATI Technologies Inc." />
<option name="radeonsi_force_use_fma32" value="true" />
</application>
<application name="Black Geyser: Couriers of Darkness" executable="BlackGeyser.x86_64">
<option name="radeonsi_zerovram" value="true" />
</application>
</device>
<device driver="zink">
<application name="Hyperdimension Neptunia Re;Birth1" executable="NeptuniaReBirth1.exe">
<!-- glthread uploads need too much vram and exceed 32bit VA limit -->
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/8333 -->
<option name="mesa_glthread_app_profile" value="0"/>
</application>
<application name="Borderlands 2 (Native, OpenGL, 32bit)" executable="Borderlands2">
<!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/9205 -->
<option name="glsl_correct_derivatives_after_discard" value="true" />
</application>
<application name="SPECviewperf13" executable="viewperf">
<option name="mesa_extension_override" value="+GL_EXT_shader_image_load_store" />
</application>
<!-- GL_POINT_SMOOTH is used in Quake II to render particles -->
<application name="Quake II" executable="quake2-engine">
<option name="zink_emulate_point_smooth" value="true"/>
</application>
<application name="Quake II (yamagi)" executable="yamagi-quake2">
<option name="zink_emulate_point_smooth" value="true"/>
</application>
<application name="Quake II (wine)" executable="quake2.exe">
<option name="zink_emulate_point_smooth" value="true"/>
</application>
<application name="Tomb Raider 2013" executable="TombRaider">
<option name="zink_shader_object_enable" 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>
<application name="glmark2" executable="glmark2">
<option name="limit_trig_input_range" value="true" />
</application>
<application name="Counter-Strike: Global Offensive" executable="csgo_linux64">
<option name="force_gl_vendor" value="X.Org" />
</application>
<application name="Insurgency" executable="insurgency_linux">
<option name="force_gl_vendor" value="X.Org" />
</application>
<application name="SPECviewperf13" executable="viewperf">
<!-- creo-03 needs this to compile shaders; we don't support some corner cases -->
<option name="mesa_extension_override" value="+GL_EXT_shader_image_load_store" />
</application>
</device>
<device driver="crocus">
<application name="glmark2" executable="glmark2">
<option name="limit_trig_input_range" value="true" />
</application>
<application name="Counter-Strike: Global Offensive" executable="csgo_linux64">
<option name="force_gl_vendor" value="X.Org" />
</application>
<application name="Insurgency" executable="insurgency_linux">
<option name="force_gl_vendor" value="X.Org" />
</application>
</device>
<device driver="anv">
<application name="Aperture Desk Job" executable="deskjob">
<option name="anv_assume_full_subgroups" value="32" />
</application>
<application name="A Plague Tale : Requiem" executable="APlagueTaleRequiem_x64.exe">
<option name="intel_storage_cache_policy_wt" value="true" />
</application>
<application name="Breaking Limit" executable="GPUScoreVulkan">
<option name="anv_assume_full_subgroups_with_barrier" value="true" />
</application>
<application name="Brawlhalla" executable="BrawlhallaGame.exe">
<option name="hasvk_report_vk_1_3_version" value="true" />
</application>
<application name="DOOMEternal" executable="DOOMEternalx64vk.exe">
<option name="anv_assume_full_subgroups" value="32" />
<option name="fp64_workaround_enabled" value="true" />
</application>
<application name="Drive Beyond Horizons" executable="DriveBeyondHorizons.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="RESIDENT EVIL 2" executable="re2.exe">
<option name="anv_assume_full_subgroups_with_shared_memory" value="true" />
</application>
<application name="Wolfenstein: Youngblood(x64vk)" executable="Youngblood_x64vk.exe">
<option name="limit_trig_input_range" value="true" />
</application>
<application name="Batman™: Arkham Knight" executable="BatmanAK.exe">
<option name="anv_sample_mask_out_opengl_behaviour" value="true"/>
</application>
<application name="Company of Heroes 3" executable="RelicCoH3.exe">
<option name="limit_trig_input_range" value="true"/>
</application>
<application name="Rise of the Tomb Raider" executable="RiseOfTheTombRaider">
<option name="limit_trig_input_range" value="true" />
</application>
<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>
<application name="Valheim" executable="valheim.x86_64">
<option name="limit_trig_input_range" value="true" />
</application>
<application name="Cyberpunk 2077" executable="Cyberpunk2077.exe">
<!--
Cyberpunk 2077 uses a watchdog thread to terminate
the process in case the render thread hasn't responded within 2 minutes.
This option speeds up shader compilation.
See: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9241
-->
<option name="shader_spilling_rate" value="15" />
</application>
<application name="Elden Ring" executable="eldenring.exe">
<option name="fake_sparse" value="true" />
</application>
<application name="Armored Core 6" executable="armoredcore6.exe">
<option name="fake_sparse" value="true" />
</application>
<application name="Age of Empires IV" executable="RelicCardinal.exe">
<option name="anv_force_filter_addr_rounding" value="true" />
</application>
<application name="Dynasty Warriors: Origins" executable="DWORIGINS.exe">
<option name="anv_force_filter_addr_rounding" value="true" />
</application>
<application name="EVE Online" executable="exefile.exe">
<option name="anv_force_filter_addr_rounding" value="true" />
</application>
<!-- Needed to avoid XeSS code paths. -->
<application name="Marvel's Spider-Man Remastered" executable="Spider-Man.exe">
<option name="force_vk_vendor" value="-1" />
<option name="shader_spilling_rate" value="0" />
</application>
<application name="Hitman 3" executable="hitman3.exe">
<option name="force_vk_vendor" value="-1"/>
</application>
<application name="Hogwarts Legacy" executable="HogwartsLegacy.exe">
<option name="force_vk_vendor" value="-1" />
<option name="intel_storage_cache_policy_wt" value="true" />
</application>
<application name="DEATH STRANDING" executable="ds.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Diablo IV" executable="Diablo IV.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Faaast Penguin" executable="FaaastPenguinClient.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Satisfactory Steam" executable="FactoryGameSteam-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Satisfactory EGS" executable="FactoryGameEGS-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Space Engineers 2" executable="SpaceEngineers2.exe">
<option name="intel_storage_cache_policy_wt" value="true" />
</application>
<application name="Dying Light 2" executable="DyingLightGame_x64_rwdi.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Witcher3" executable="witcher3.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Baldur's Gate 3" executable="bg3.exe">
<option name="anv_disable_fcv" value="true" />
</application>
<application name="The Finals" executable="Discovery.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Palworld2" executable="Palworld-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Red Dead Redemption 2" executable="RDR2.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Shadow of the Tomb Raider" executable="SOTTR.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Silent Hill 2" executable="SHProto-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Marvel Rivals" executable="Marvel-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Bellwright" executable="BellwrightGame-Win64-Shipping.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="A Game About Digging A Hole" executable="DiggingGame.exe">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="DIRT 5" executable="DIRT5.exe">
<option name="fp64_workaround_enabled" value="true" />
</application>
<application name="X4 Foundations" executable="X4">
<option name="anv_upper_bound_descriptor_pool_sampler" value="true" />
</application>
<application name="Total War: WARHAMMER III" executable="TotalWarhammer3">
<option name="anv_fake_nonlocal_memory" value="true" />
</application>
<!-- Source2 games seem confused by the CCS-only memory type being
restricted to images, so allow it for buffers. More details on
the issue:
https://gitlab.freedesktop.org/mesa/mesa/-/issues/11520 -->
<engine engine_name_match="Source2">
<option name="anv_enable_buffer_comp" value="true" />
</engine>
<!-- Many DX12 games get a speedup by enabling buffer compression. -->
<engine engine_name_match="vkd3d">
<option name="anv_enable_buffer_comp" value="true" />
</engine>
<!--
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
ANGLE, since it uses RelaxedPrecision decorations, which the intel
compiler ignores.
-->
<engine engine_name_match="mesa zink">
<option name="no_16bit" value="true" />
</engine>
<!-- Disable FCV optimization for Unreal Engine 5.1 workloads. -->
<engine engine_name_match="UnrealEngine5.1">
<option name="anv_disable_fcv" value="true" />
<option name="anv_assume_full_subgroups" value="16" />
</engine>
<!-- We trust vkd3d to not disable compression all the time. -->
<engine engine_name_match="vkd3d">
<option name="compression_control_enabled" value="true" />
</engine>
<engine engine_name_match="ANGLE">
<option name="custom_border_colors_without_format" value="true" />
</engine>
</device>
<device driver="dzn">
<application name="DOOMEternal" executable="DOOMEternalx64vk.exe">
<option name="dzn_enable_8bit_loads_stores" value="true" />
<option name="dzn_claim_wide_lines" value="true" />
</application>
<application name="No Man's Sky" executable="NMS.exe">
<option name="dzn_claim_wide_lines" value="true" />
</application>
<!-- RDR2 will default to Vulkan despite having a D3D path. Ideally
dzn would be "just as efficient" as the native path, but in practice
it's currently broken. Just disable dzn and let the app use native. -->
<application name="Red Dead Redemption 2" executable="RDR2.exe">
<option name="dzn_disable" value="true" />
</application>
<!-- Similar to RDR2, but selects dzn instead of native drivers. -->
<application name="Baldur's Gate 3" executable="bg3.exe">
<option name="dzn_disable" value="true" />
</application>
</device>
<device driver="d3d12">
<application name="Blender" executable="blender.exe">
<!-- Blender needs GL4.3, but that requires a D3D feature that not all in-market
drivers support. Turns out they're fine with just the parts of this extension
that don't need the D3D feature, so we're good to just flip it on. -->
<option name="mesa_extension_override" value="+GL_ARB_texture_view" />
</application>
</device>
<device driver="nvk">
<application name="Artifact Classic" executable="dcg">
<option name="force_vk_vendor" value="-1" />
</application>
<application name="Deep Rock Galactic" executable="FSD.exe">
<!-- Tries to use NvAPI_D3D11_CreateCubinComputeShaderWithName otherwise -->
<option name="force_vk_vendor" value="-1" />
</application>
<application name="X4 Foundations" executable="X4.exe">
<option name="force_vk_vendor" value="-1" />
</application>
</device>
<device driver="r300">
<!-- Only one app can use Hyperz at a time. -->
<application name="X server" executable="X">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="X server" executable="Xorg">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="Compiz" executable="check_gl_texture_size">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="Compiz" executable="Compiz">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="GNOME Shell" executable="gnome-session-check-accelerated-helper">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="GNOME Shell" executable="gnome-shell">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="KWin" executable="kwin_opengl_test">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="KWin" executable="kwin">
<option name="r300_nohiz" value="true" />
<option name="r300_nozmask" value="true" />
</application>
<application name="Unigine Tropics" executable="Tropics">
<option name="r300_ffmath" value="true" />
</application>
<application name="Oilrush" executable="Oilrush_x86">
<option name="r300_ffmath" value="true" />
</application>
</device>
<device driver="r600">
<application name="Tomb Raider 2013" executable="TombRaider">
<option name="mesa_extension_override" value="-GL_ARB_shader_image_load_store" />
</application>
</device>
<device driver="virtio_gpu">
<application name="Counter-Strike Global Offensive" executable="csgo_linux64">
<option name="format_l8_srgb_enable_readback" value="true" />
</application>
</device>
<!--
The android game hall of shame:
Workarounds for android games that are not aware of open source drivers.
These can be removed as games have their allowlists updated.
-->
<device driver="msm" device="FD618">
<application name="Call of Duty Mobile" executable="com.activision.callofduty.shooter">
<option name="force_gl_renderer" value="Adreno (TM) 618"/>
<option name="force_gl_vendor" value="Qualcomm"/>
</application>
<application name="Asphalt 8" executable="com.gameloft.android.ANMP.GloftA8HM">
<!-- Note: asphalt8's allowlist seems to not have been updated recently
enough to be aware of "Adreno (TM) 618", but we seem to otherwise
have enough headroom to opt into the higher settings. (Conversely
the allowlist seems to allow G72-MP3 into the higher tier, despite
not being able to maintain fps.. possibly it is not properly
differentiating between various core MPn configurations. So I'm
going to use that to justify claiming to be a618's *slightly*
bigger brother)
-->
<option name="force_gl_renderer" value="Adreno (TM) 630"/>
<option name="force_gl_vendor" value="Qualcomm"/>
</application>
<application name="Asphalt 9" executable="com.gameloft.android.ANMP.GloftA9HM">
<option name="force_gl_renderer" value="Adreno (TM) 618"/>
<option name="force_gl_vendor" value="Qualcomm"/>
</application>
<application name="PUBG Mobile" executable="com.tencent.ig">
<!-- Note: Maxed out a630 settings still limits max framerate, yet GPU
is below 45% utilization (mostly closer to 40%). If I claim to
be a640, that unlocks "Extreme" framerate (and "Ultra HD" graphics).
With "Extreme" + "HDR" we are comfortably at 60fps with plenty of
headroom. "Extreme" + "Ultra HD" (max settings for a640) we are
starting to approach the limit. I'll stick with a630 to be
conservative, but argueably we could go higher. (This flagship
gaming phone thing is a scam!)
-->
<option name="force_gl_renderer" value="Adreno (TM) 630"/>
<option name="force_gl_vendor" value="Qualcomm"/>
</application>
</device>
<device driver="turnip">
<!-- Up to DXVK version 2.3.0 -->
<engine engine_name_match="DXVK" engine_versions="0:8400896">
<!--
See: https://github.com/doitsujin/dxvk/issues/3861
The shader-defined array size is entirely meaningless in D3D.
-->
<option name="tu_allow_oob_indirect_ubo_loads" value="true" />
</engine>
<engine engine_name_match="DXVK|vkd3d">
<!--
DXVK and VKD3D-Proton use customBorderColorWithoutFormat and have most of
D24S8 images with USAGE_SAMPLED, in such case we disable UBWC for correctness.
However, games don't use border color for depth-stencil images. So we elect
to ignore this edge case and force UBWC to be enabled.
-->
<option name="tu_disable_d24s8_border_color_workaround" value="true" />
<!--
For sampling, Vulkan requires texture coordinates to be truncated, whereas
D3D requires them to be rounded to nearest even value. The former is used by
default, the latter is used through this option.
-->
<option name="tu_use_tex_coord_round_nearest_even_mode" value="true" />
</engine>
</device>
<device driver="hk">
<engine engine_name_match="DXVK">
<!--
Apple hardware natively supports D3D-order RGBA4 but not
Vulkan-order RGBA4. Technically, D3D added Vulkan-order RGBA4 to
support Dozen, but DXVK does not support it and no known games
use it. Disabling the workaround is safe for DXVK and reduces the
number of custom border titles.
-->
<option name="hk_disable_rgba4_border_color_workaround" value="true" />
</engine>
<application name="vkcube" executable="vkcube">
<option name="hk_disable_border_emulation" value="true" />
</application>
<application name="vkmark" executable="vkmark">
<option name="hk_disable_border_emulation" value="true" />
</application>
<application name="Party Animals" executable="PartyAnimals.exe">
<option name="hk_disable_border_emulation" value="true" />
</application>
<application name="Castle Crashers" executable="castle.exe">
<option name="hk_disable_border_emulation" value="true" />
</application>
<application name="Control (DX11)" executable="Control_DX11.exe">
<option name="hk_disable_border_emulation" value="true" />
</application>
<engine engine_name_match="DXVK|vkd3d">
<!--
Apple hardware lacks min/max filtering, but this is required for
FL12_0. Fortunately, this is an obscure feature and we support
the rest of FL12_0, so we prefer to fake support and fail D3D
conformance rather than be limited to FL11.
-->
<option name="hk_fake_minmax" value="true" />
</engine>
</device>
</driconf>
|