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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-05-24 03:24:19 -0300
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-22 21:51:33 -0400
commit40179282137370380387cab2610dcf21bd709efa (patch)
treed6dc0b0f53008855090739e3d58a9d63f456668e
parent80884e32701e1e93fded045be4c235ff143d6ea0 (diff)
gl_shader_cache: Do not flip tessellation on OpenGL
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index cf03280fa..ceec83a8a 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -159,8 +159,7 @@ Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key,
Shader::RuntimeInfo info;
switch (program.stage) {
case Shader::Stage::TessellationEval:
- // We have to flip tessellation clockwise for some reason...
- info.tess_clockwise = key.tessellation_clockwise == 0;
+ info.tess_clockwise = key.tessellation_clockwise != 0;
info.tess_primitive = [&key] {
switch (key.tessellation_primitive) {
case Maxwell::TessellationPrimitive::Isolines: