Fix vertex shader range culling - the bug check was wrong.

This commit is contained in:
Henrik Rydgård 2022-12-22 23:08:48 +01:00
parent 976190cd4d
commit f8c76fa340

View file

@ -3523,7 +3523,7 @@ u32 GPUCommon::CheckGPUFeatures() const {
}
bool canClipOrCull = draw_->GetDeviceCaps().clipDistanceSupported || draw_->GetDeviceCaps().cullDistanceSupported;
bool canDiscardVertex = draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL);
bool canDiscardVertex = !draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL);
if (canClipOrCull || canDiscardVertex) {
// We'll dynamically use the parts that are supported, to reduce artifacts as much as possible.
features |= GPU_USE_VS_RANGE_CULLING;