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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="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>
<!-- 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>
<!-- 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" />
</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="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>
</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>
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