radv: enable RADV_DEBUG=invariantgeom for Monster Hunter World

DXVK 1.8.1 marks position as always invariant but the DX12 version
of the game has the same issue and it's not yet fixed on the
vkd3d-proton side.

Fixes some Z-fighting on GFX10.3.

Cc: 21.1 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11029>
(cherry picked from commit 816be7d46f)
This commit is contained in:
Samuel Pitoiset 2021-05-27 09:26:24 +02:00 committed by Eric Engestrom
parent c53194d876
commit b84b2bcd75
2 changed files with 5 additions and 1 deletions

View file

@ -202,7 +202,7 @@
"description": "radv: enable RADV_DEBUG=invariantgeom for Monster Hunter World",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": null
},

View file

@ -775,5 +775,9 @@ TODO: document the other workarounds.
<application name="World War Z" application_name_match="WWZ">
<option name="radv_override_uniform_offset_alignment" value="16" />
</application>
<application name="Monster Hunter World" application_name_match="MonsterHunterWorld.exe">
<option name="radv_invariant_geom" value="true" />
</application>
</device>
</driconf>