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>
This commit is contained in:
Samuel Pitoiset 2022-08-10 14:30:40 +02:00 committed by Marge Bot
parent 95232bf261
commit 524f173c03

View file

@ -63,6 +63,8 @@ Application bugs worked around in this file:
</application>
<application name="Shadow Of The Tomb Raider (DX11/DX12)" application_name_match="SOTTR.exe">
<!-- DXVK and vkd3d-proton both enable invariant position but it's
disabled for SotTR because it breaks NV more than it helps -->
<option name="radv_invariant_geom" value="true" />
<option name="radv_split_fma" value="true" />
</application>