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