Shadow Warrior 2 uses D16_UNORM as a shadow map format, and clearing the depth buffer in one render pass instance and rendering to it in another results in parts of the depth buffer getting set to 1.0. The game renders correctly with RADV_DEBUG=nohiz.
I wasn't able to reproduce this issue outside of DXVK so far, so here's a Renderdoc capture of the issue (captured on Polaris 10):
The render pass in question starts at EID 19473, which should be bookmarked. For the capture I used Mesa 18.1.1, but the issue is still present in latest -git.
Can you explain how to reproduce the issue in-game? I would like to know if Vega is affected as well.