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<!--
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============================================
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Application bugs worked around in this file:
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============================================
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* Various Unigine products don't use the #version and #extension GLSL
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directives, meaning they only get GLSL 1.10 and no extensions for their
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shaders.
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Enabling all extensions for Unigine fixes most issues, but the GLSL version
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is still 1.10.
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* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4"
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expression, which fails to compile with GLSL 1.10.
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Adding "#version 130" fixes this.
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* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword, which
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fails to compile with GLSL 1.10.
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Adding "#version 130" fixes this.
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* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses a "uint & int"
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expression, which fails (and should fail) to compile with any GLSL version.
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Disabling ARB_shader_bit_encoding fixes this.
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TODO: document the other workarounds.
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-->
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<driconf>
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<driconf>
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<!-- Please always enable app-specific workarounds for all drivers and
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<device screen="0" driver="i965">
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screens. -->
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<device>
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<application name="Unigine Sanctuary" executable="Sanctuary">
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<application name="Unigine Sanctuary" executable="Sanctuary">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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</application>
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</application>
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<application name="Unigine Tropics" executable="Tropics">
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<application name="Unigine Tropics" executable="Tropics">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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</application>
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</application>
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<application name="Unigine Heaven (32-bit)" executable="heaven_x86">
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<application name="Unigine Heaven (32-bit)" executable="heaven_x86">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="force_glsl_version" value="130" />
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<option name="disable_shader_bit_encoding" value="true" />
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</application>
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</application>
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<application name="Unigine Heaven (64-bit)" executable="heaven_x64">
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<application name="Unigine Heaven (64-bit)" executable="heaven_x64">
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="force_glsl_extensions_warn" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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<option name="force_glsl_version" value="130" />
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<option name="disable_shader_bit_encoding" value="true" />
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</application>
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</application>
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<application name="Unigine OilRush (32-bit)" executable="OilRush_x86">
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<application name="Unigine OilRush (32-bit)" executable="OilRush_x86">
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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</application>
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</application>
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<application name="Unigine OilRush (64-bit)" executable="OilRush_x64">
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<application name="Unigine OilRush (64-bit)" executable="OilRush_x64">
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<option name="disable_blend_func_extended" value="true" />
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<option name="disable_blend_func_extended" value="true" />
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</application>
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</application>
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<application name="Savage 2" executable="savage2.bin">
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<application name="Savage 2" executable="savage2.bin">
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<option name="disable_glsl_line_continuations" value="true" />
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<option name="disable_glsl_line_continuations" value="true" />
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</application>
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</application>
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<application name="Topogun (32-bit)" executable="topogun32">
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<application name="Topogun (32-bit)" executable="topogun32">
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<option name="always_have_depth_buffer" value="true" />
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<option name="always_have_depth_buffer" value="true" />
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</application>
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</application>
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<application name="Topogun (64-bit)" executable="topogun64">
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<application name="Topogun (64-bit)" executable="topogun64">
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<option name="always_have_depth_buffer" value="true" />
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<option name="always_have_depth_buffer" value="true" />
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</application>
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</application>
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</device>
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</device>
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</driconf>
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</driconf>
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