<?xml version="1.0"?>
<!-- This file describes the drirc options that apply to all drivers. -->
<driconf>
    <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>

        <!-- For issues with the legacy OpenGL version of TF2 -->
        <application name="Team Fortress 2" executable="tf_linux64">
            <option name="disable_uniform_array_resize" 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" />
            <option name="force_glsl_version" value="130" />
        </application>

        <application name="Cursemark" executable="Cursemark.exe">
            <option name="glsl_zero_init" 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="TombRaider 4-5-6 Remastered" executable="tomb456.exe">
            <option name="force_gl_depth_component_type_int" 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="Lethis - Path Of Progress" executable="Lethis-Path_Of_Progress.exe">
            <option name="force_explicit_uniform_loc_zero" value="fQualityFactor" />
            <option name="force_compat_profile" 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="Interstellar Rift" executable="IR.exe">
            <option name="force_compat_shaders" value="true" />
            <option name="glx_clear_context_reset_isolation_bit" 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="MDK2 HD" executable="mdk2hd.exe">
            <option name="allow_glsl_embedded_structure_declarations" 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="Foundation" executable="foundation.exe">
            <!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/12882 -->
            <option name="force_integer_tex_nearest" 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 (Windows)" executable="Penumbra.exe">
            <!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/8425 -->
            <option name="allow_multisampled_copyteximage" value="true" />
            <option name="vertex_program_default_out" value="true" />
        </application>

        <application name="Penumbra: Overture" executable="penumbra.bin">
            <!-- https://gitlab.freedesktop.org/mesa/mesa/-/issues/8425 -->
            <option name="allow_multisampled_copyteximage" value="true" />
            <option name="vertex_program_default_out" 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" />
            <!-- 16-bit configs cause issues with viewset maya_06. -->
            <option name="allow_rgb16_configs" value="false" />
        </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>

        <!-- The game only partially writes its streamed VBOs after mapping
             them with GL_MAP_INVALIDATE_RANGE_BIT and relies on the
             unwritten bytes (vertex Z and secondary texcoords) being zero. -->
        <application name="Little Inferno" executable="LittleInferno.bin.x86_64">
            <option name="zero_invalidated_buffers" value="true" />
        </application>
        <application name="Little Inferno (32-bit)" executable="LittleInferno.bin.x86">
            <option name="zero_invalidated_buffers" 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="Investigation Stories : gunsound (Wine)" executable="gunsound.exe">
            <option name="allow_glsl_120_subset_in_110" value="true" />
        </application>

        <application name="Blockland (Wine)" executable="Blockland.exe">
            <!-- https://gitlab.freedesktop.org/mesa/mesa/-/work_items/13311 -->
            <option name="mesa_extension_override" value="+GL_EXT_geometry_shader4" />
        </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" />
        </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" />
        </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="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">
            <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>

        <!-- 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>

        <!-- 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>

        <!-- Application exits with an error if contents do not show up to GDI -->
        <application name="文香白板" executable="WxBoardMain.exe">
            <option name="wgl_require_gdi_compat" value="true" />
        </application>
    </device>
</driconf>
