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radv: explain why radv_invariant_geom is still needed for SotTR DX
It's disabled by DXVK and vkd3d because it breaks NV. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Martin Roukala <martin.roukala@mupuf.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17951>
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@ -63,6 +63,8 @@ Application bugs worked around in this file:
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</application>
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<application name="Shadow Of The Tomb Raider (DX11/DX12)" application_name_match="SOTTR.exe">
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<!-- DXVK and vkd3d-proton both enable invariant position but it's
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disabled for SotTR because it breaks NV more than it helps -->
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<option name="radv_invariant_geom" value="true" />
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<option name="radv_split_fma" value="true" />
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</application>
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