blob: ebc04cd9bf7fba6b5f45be81a0150a05f561964f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
<!--
============================================
Application bugs worked around in this file:
============================================
* 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.
* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4"
expression, which fails to compile with GLSL 1.10.
Adding "#version 130" fixes this.
* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which
fails to compile with GLSL 1.10.
Adding "#version 130" fixes this.
* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int"
expression, which fails (and should fail) to compile with any GLSL version.
Disabling ARB_shader_bit_encoding fixes this.
TODO: document the other workarounds.
-->
<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" />
</application>
<application name="Unigine Tropics" executable="Tropics">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Unigine Heaven (32-bit)" executable="heaven_x86">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
<option name="force_glsl_version" value="130" />
<option name="disable_shader_bit_encoding" value="true" />
</application>
<application name="Unigine Heaven (64-bit)" executable="heaven_x64">
<option name="force_glsl_extensions_warn" value="true" />
<option name="disable_blend_func_extended" value="true" />
<option name="force_glsl_version" value="130" />
<option name="disable_shader_bit_encoding" value="true" />
</application>
<application name="Unigine OilRush (32-bit)" executable="OilRush_x86">
<option name="disable_blend_func_extended" value="true" />
</application>
<application name="Unigine OilRush (64-bit)" executable="OilRush_x64">
<option name="disable_blend_func_extended" 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>
</device>
</driconf>
|