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00-radv-defaults.conf
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<?xml version="1.0" standalone="yes"?> <!-- ============================================ Application bugs worked around in this file: ============================================ --> <!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> ]> <!-- NOTE: `executable` shouldn't be used for shader based drirc workarounds because they aren't applied when replaying with Fossilize for precompilation. --> <driconf> <device driver="radv"> <!-- Engine workarounds --> <engine engine_name_match="vkd3d"> <option name="radv_zero_vram" value="true" /> <option name="radv_disable_aniso_single_level" value="true" /> <option name="radv_disable_trunc_coord" value="true" /> <option name="radv_cooperative_matrix2_nv" value="true" /> </engine> <engine engine_name_match="DXVK"> <option name="radv_disable_aniso_single_level" value="true" /> <option name="radv_disable_trunc_coord" value="true" /> </engine> <engine engine_name_match="mesa zink"> <option name="radv_disable_aniso_single_level" value="true" /> </engine> <engine engine_name_match="Quantic Dream Engine"> <option name="radv_zero_vram" value="true" /> <option name="radv_disable_tc_compat_htile_general" value="true" /> <option name="radv_app_layer" value="quanticdream" /> </engine> <engine engine_name_match="^UnrealEngine"> <!-- UE4/5 Vulkan RHI --> <option name="radv_flush_before_query_copy" value="true" /> <option name="radv_flush_before_timestamp_write" value="true" /> <option name="radv_zero_vram" value="true" /> </engine> <engine engine_name_match="DXVK_NvRemix"> <option name="radv_tex_non_uniform" value="true" /> </engine> <!-- Game workarounds --> <application name="Shadow Of The Tomb Raider (Native)" application_name_match="ShadowOfTheTomb"> <option name="radv_report_llvm9_version_string" value="true" /> <option name="radv_invariant_geom" value="true" /> </application> <application name="Shadow Of The Tomb Raider (DX11/DX12)" application_name_match="SOTTR.exe"> <!-- DXVK and vkd3d-proton both enable invariant position but it's disabled for SotTR because it breaks NV more than it helps --> <option name="radv_invariant_geom" value="true" /> <option name="radv_split_fma" value="true" /> </application> <application name="RAGE 2" application_name_match="Rage 2"> <option name="radv_enable_mrt_output_nan_fixup" value="true" /> <option name="radv_app_layer" value="rage2" /> <option name="radv_zero_vram" value="true" /> </application> <application name="The Surge 2" application_name_match="Fledge"> <option name="radv_disable_shrink_image_store" value="true" /> <option name="radv_zero_vram" value="true" /> </application> <application name="World War Z (and World War Z: Aftermath)" application_name_match="WWZ|wwz"> <option name="radv_override_uniform_offset_alignment" value="16" /> <option name="radv_disable_shrink_image_store" value="true" /> <option name="radv_invariant_geom" value="true" /> </application> <application name="DOOM VFR" application_name_match="DOOM_VFR"> <option name="radv_no_dynamic_bounds" value="true" /> </application> <application name="DOOM Eternal" application_name_match="DOOMEternal"> <option name="radv_zero_vram" value="true" /> </application> <application name="Indiana Jones: The Great Circle" application_name_match="TheGreatCircle"> <option name="radv_zero_vram" value="true" /> <option name="radv_disable_dcc_stores" value="true" /> <option name="radv_invariant_geom" value="true" /> <option name="radv_emulate_rt" value="true" /> <option name="radv_enable_float16_gfx8" value="true" /> </application> <application name="DOOM (2016)" application_name_match="DOOM$"> <option name="radv_disable_dcc" value="true" /> <option name="radv_invariant_geom" value="true" /> </application> <application name="DOOM: The Dark Ages" application_name_match="DOOMTheDarkAges"> <option name="radv_zero_vram" value="true" /> <option name="radv_disable_dcc_stores" value="true" /> </application> <application name="Wolfenstein II" application_name_match="Wolfenstein II The New Colossus"> <option name="radv_disable_dcc" value="true" /> </application> <application name="Grid Autosport" application_name_match="GRIDAutosport_avx.exe"> <option name="radv_disable_sinking_load_input_fs" value="true" /> </application> <application name="Grid Autosport" application_name_match="GRIDAutosport.exe"> <option name="radv_disable_sinking_load_input_fs" value="true" /> </application> <application name="Hammerting" application_name_match="TDTD"> <option name="radv_zero_vram" value="true" /> </application> <application name="RDR2" application_name_match="Red Dead Redemption 2"> <option name="radv_enable_unified_heap_on_apu" value="true" /> <option name="radv_zero_vram" value="true" /> <!-- Disable DCC for mips to workaround rendering issues because the game aliases two images incorrectly. --> <option name="radv_disable_dcc_mips" value="true" /> </application> <application name="Metro Exodus (Linux native)" application_name_match="metroexodus"> <option name="radv_app_layer" value="metroexodus" /> </application> <application name="Hellblade: Senua's Sacrifice" application_name_match="HellbladeGame-Win64-Shipping.exe"> <!-- RT shaders in Hellblade: Senua's Sacrifice cause misrenders because they assume full subgroups. This is only guaranteed with wave64, so force wave64 on for this game. --> <option name="radv_rt_wave64" value="true" /> </application> <application name="War Thunder" application_name_match="WarThunder"> <option name="radv_invariant_geom" value="true"/> </application> <application name="Crysis 2 Remastered" application_name_match="Crysis2Remastered.exe"> <option name="radv_ssbo_non_uniform" value="true" /> </application> <application name="Crysis 3 Remastered" application_name_match="Crysis3Remastered.exe"> <option name="radv_ssbo_non_uniform" value="true" /> </application> <application name="Persona 3 Reload" application_name_match="P3R.exe"> <option name="radv_disable_ngg_gs" value="true" /> </application> <application name="WWE 2k23" application_name_match="WWE2K23_x64.exe"> <option name="radv_disable_dcc" value="true" /> </application> <application name="Mafia Definitive Edition" application_name_match="mafiadefinitiveedition.exe"> <option name="radv_disable_hiz_his_gfx12" value="true" /> </application> <application name="GPUScore: Breaking Limit" application_name_match="GPUScoreVulkan"> <option name="radv_zero_vram" value="true" /> </application> <!-- OpenGL Game workarounds (zink) --> <application name="Black Geyser: Couriers of Darkness" executable="BlackGeyser.x86_64"> <option name="radv_zero_vram" value="true" /> </application> <!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/2686 --> <application name="7 Days to Die" executable="7DaysToDie.x86_64"> <option name="radv_zero_vram" value="true" /> </application> <application name="7 Days to Die" executable="7DaysToDie.x86"> <option name="radv_zero_vram" value="true" /> </application> <application name="Monolith demo5" executable="runner" sha1="0c40d509a74e357f0280cb1bd882e9cd94b91bdf"> <option name="radv_zero_vram" value="true" /> </application> <application name="American Truck Simulator" executable="amtrucks"> <option name="radv_zero_vram" value="true" /> </application> <application name="Counter-Strike Global Offensive" executable="csgo_linux64"> <option name="radv_zero_vram" value="true" /> </application> <application name="Exanima" executable="Exanima.exe"> <option name="radv_zero_vram" value="true"/> </application> <application name="Rocket League" executable="RocketLeague"> <option name="radv_zero_vram" value="true" /> </application> <application name="Crystal Project" executable="Crystal Project.bin.x86_64"> <option name="radv_zero_vram" value="true" /> </application> <application name="Enshrouded" executable="enshrouded.exe"> <option name="radv_zero_vram" value="true"/> </application> <!-- If storage features for depth formats are advertised, the Game chooses a code path for Terrain height map initialization that has countless bugs: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11265 --> <application name="Total War: WARHAMMER III" application_name_match="TotalWarhammer3"> <option name="radv_disable_depth_storage" value="true"/> </application> <application name="No Man's Sky" application_name_match="No Man's Sky"> <option name="radv_app_layer" value="no_mans_sky" /> </application> </device> </driconf>