Fix backwards finite check in D3D11 shader debugging

This commit is contained in:
baldurk
2020-07-20 16:31:59 +01:00
parent f6babe77fd
commit bf567adea1
+1 -1
View File
@@ -1175,7 +1175,7 @@ bool D3D11DebugAPIWrapper::CalculateSampleGather(
for(uint32_t i = 0; i < uv.columns; i++)
{
if(texcoordType == 0 && (RDCISFINITE(uv.value.fv[i])))
if(texcoordType == 0 && !RDCISFINITE(uv.value.fv[i]))
{
RDCWARN("NaN or Inf in texlookup");
uv.value.fv[i] = 0.0f;