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authorJules Blok <jules.blok@gmail.com>2016-10-30 00:56:18 +0200
committerJules Blok <jules.blok@gmail.com>2016-10-31 15:02:08 +0100
commit086f839435ce53676803e6c68f5d2c4a51e42568 (patch)
tree5f19d6b68129d42d490d62df88fae942eaf823e6 /Source/Core/VideoCommon/GeometryShaderGen.cpp
parent5102e76a7f3cefa515c2c37143c9d707bc5dbc4d (diff)
DriverDetails: Make the bug identifiers humanly readable.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 2c196e10e7..ab2154ef17 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -214,7 +214,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
- DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE))
+ DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
{
// On certain GPUs we have to consume the clip distance from the vertex shader
// or else the other vertex shader outputs will get corrupted.