From f8c76fa340f8350de6eb8a42938609e0ae7c34d5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Thu, 22 Dec 2022 23:08:48 +0100 Subject: [PATCH] Fix vertex shader range culling - the bug check was wrong. --- GPU/GPUCommon.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index 48094a17e4..c329b48e79 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -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;