<option name="force_integer_tex_nearest" 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="allow_glsl_extension_directive_midshader" value="true" />
+ <option name="allow_glsl_120_subset_in_110" value="true" />
+ </application>
+
<!-- The GL thread whitelist is below, workarounds are above.
Keep it that way. -->
<application name="7 Days to Die" executable="7DaysToDie.x86">
<option name="radeonsi_zerovram" value="true" />
</application>
+ <application name="SPECviewperf13" executable="viewperf">
+ <option name="radeonsi_sync_compile" value="true" />
+ </application>
</device>
<device driver="virtio_gpu">
<!-- Some Valve games do a final blit to a BRGA_sRGB surface. On a GLES