Section "Device"
Identifier "nVidia Corporation Quadro 160M"
# Enabling the nvidia drivers means that all acceleration processing is done internally
# NVidia provide's its own GLX module
# NVidia does not use the X server's DRI stack.
# Instead, it uses a proprietary method to route call directly to the hardware and provide drect rendering
# Though the only possible driver is nvidia, it is also possible to override NVidia's methods:
# by force-enabling AIGLX in "ServerLayout", loading dri, and enabling DRI in "Device"
# by enabling XGL (which is a bad idea anyway)
Driver "nvidia"
# lspci | grep -i nv <- To find device
Busid "PCI:1:00.0"
# Adds support for 32-bit rendering on ARGB colorspace windows and pixmaps
# ARGB = alpha, red, green, blue
# AKA you should enable this on the new NVidia driver
Option "AddARGBVisuals" "True"
Option "AddARGBGLXVisuals" "True"
Option "NoLogo" "True"
# Experimental : enable hardware acceleration of the X render extension
# Enabled by default in newer drivers however
Option "RenderAccel" "True"
# Enable RGB overlay. (Not available with X composite)
# Also slow with virtual desktops larger than 2046x2047
# Requires depth of 24 or higher
# Requires an NVidia quadro
Option "Overlay" "True"
# Improves performance by using OS to notify X to update direct-rendered visuals instead of running through the hardware.
# Enabled by default in newer drivers
Option "DamageEvents" "True"
# Disable clipping OpenGL rendering to the root window
Option "DisableGLXRootClipping" "True"
# An X server option to disable accel. writes into offscreen video memory
# Might be needed if using AIGLX instead of proprietary NVidia interface
# Probably ignored if using the NVidia method
#Option "XaaNoOffscreenPixmaps"
# Might cause crashes in older NVidia drivers.
# Forces the driver to allow GLX when composite on the X server is enabled.
# Not necessary on modern X servers; might decrease stability
#Option "AllowGLXWithComposite" "True"
# An X server option to allow occluded window pixel data to be remembered
# Caution in enabling. It might be faster to redraw the information than to fetch it
# BackingStore is implemented in a very hackish but memory-efficient way. Therefore, it tends to be slow
Option "BackingStore" "True"
# Use below in conjuction with v-sync (see nvidia-settings)
# v-sync will however cap framerate to a max of 60 fps on most monitors
Option "UseDisplayDevice" "DFP-0"
EndSection
Section "Monitor"
Identifier "Generic Monitor"
# Power saving mode
Option "DPMS"
# at start X will automatically probe EDID information of the monitor.
# This can be overridden, but not recommended.
Horizsync 28-96
Vertrefresh 43-60
EndSection
Section "Screen"
Identifier "Default Screen"
Device "nVidia Corporation Quadro 160M"
Monitor "Generic Monitor"
Defaultdepth 24
SubSection "Display"
Modes "1280x1024" "1024x768" "800x600" "640x480"
EndSubSection
EndSection
Section "ServerLayout"
Identifier "Default Layout"
screen "Default Screen"
Inputdevice "Generic Keyboard"
Inputdevice "Configured Mouse"
Inputdevice "Synaptics Touchpad"
EndSection
Section "Module"
# To understand these comments, understand that there are three methods of running acceleration:
# XGL, AIGLX, NVidia
# The GLX module provides the hardware OpenGL extensions to the X server
# Through AIGLX, this loads the open source GLX
# Through NVidia, this loads NVidia's GLX modules (closed source)
Load "glx"
Load "dbe"
Load "extmod"
# The freetype module completely replaces the "type1" module
Load "freetype"
Load "i2c"
Load "bitmap"
Load "ddc"
Load "int10"
Load "vbe"
# DRI = Direct Rendering Infrastructure
# DRI is an X server extensions that allows "3d" acceleration calls to bypass the X server.
# This leads the term "Direct Rendering" as the calls are routed directly to the hardware
# This also leads to dramatic speed improvements/increases
# DRI is AIGLX's response to XGL. However, DRI provides the benefit that the entire screen is compositing as well.
# Loading this module is harmless unless it is enabled in the "Device" section.
# NVidia will not use this module as it's direct rendering calls are processed internally
Load "dri"
# Load the mesa software acceleration libraries
#Load "GLcore"
EndSection
# Specific only to the DRI module.
Section "DRI"
# Allows all users to access DRI
Mode 0666
EndSection
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