Merge pull request #16645 from hrydgard/range-culling-fix

Fix vertex shader range culling - the driver bug check was wrong.
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2022-12-22 14:29:27 -08:00
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@@ -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;