Do you want to always enable it for the main shading too? Kind of. If it has to be an option it would be elsewhere.
Also the F12 Ambient Occlusion render pass doesn't work. It doesn't show in the render passes.
The AO lib depends on the raytracing lib, which depends on its own buffer parameters.
Do not bind other resources here. Will result in double binds and it is against the design of this function.
Nvidia's implementation between Linux and Windows is consistent most of the time. So I prefer to be safe here. Also this path is hopefully going to become irrelevant with eevee-next.
I would prefer just making this wrokaround Nvidia only in this case. Use GPU_type_matches_ex(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)
That might have to do with the new retopology Z-bias that fails when one of the vertex is behind the nearplane or the camera origin.
CC @bonj