Use the correct culling function in the fast draw-continuation loop

This commit is contained in:
Henrik Rydgård committed 2023-12-28 10:40:56 +01:00
1 parent a9a670fb98
commit 822ebf9dfb
1 file changed
+2 -1
+2 -1
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@@ -1086,7 +1086,8 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
bool passCulling = onePassed || PASSES_CULLING;
if (!passCulling) {
// Do software culling.
if (drawEngineCommon_->TestBoundingBox(verts, inds, count, vertexType)) {
_dbg_assert_((vertexType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_NONE);
if (drawEngineCommon_->TestBoundingBoxFast(verts, count, vertexType)) {
passCulling = true;
} else {
gpuStats.numCulledDraws++;