diff --git a/Common/GPU/OpenGL/thin3d_gl.cpp b/Common/GPU/OpenGL/thin3d_gl.cpp index b1e4f66e68..7ce2faf158 100644 --- a/Common/GPU/OpenGL/thin3d_gl.cpp +++ b/Common/GPU/OpenGL/thin3d_gl.cpp @@ -590,7 +590,8 @@ OpenGLContext::OpenGLContext(bool canChangeSwapInterval) : renderManager_(frameT caps_.fragmentShaderStencilWriteSupported = gl_extensions.ARB_shader_stencil_export; // GLES has no support for logic framebuffer operations. There doesn't even seem to exist any such extensions. - caps_.logicOpSupported = !gl_extensions.IsGLES; + // Apple's OpenGL on Apple GPUs (on top of Metal, which has none either) accepts glLogicOp and ignores it. + caps_.logicOpSupported = !gl_extensions.IsGLES && gl_extensions.gpuVendor != GPU_VENDOR_APPLE; // Always the case in GL (which is what we want for PSP flat shade). caps_.provokingVertexLast = true;