From 36981a5aa6ffcc10417e533ab00de3b6f9bad067 Mon Sep 17 00:00:00 2001 From: wwylele Date: Wed, 26 Jul 2017 15:07:13 +0300 Subject: pica/primitive_assembly: Handle winding for GS primitive hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage. --- src/video_core/primitive_assembly.cpp | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) (limited to 'src/video_core/primitive_assembly.cpp') diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp index acd2ac5e2..9c3dd4cab 100644 --- a/src/video_core/primitive_assembly.cpp +++ b/src/video_core/primitive_assembly.cpp @@ -17,15 +17,18 @@ template void PrimitiveAssembler::SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler) { switch (topology) { - // TODO: Figure out what's different with TriangleTopology::Shader. case PipelineRegs::TriangleTopology::List: case PipelineRegs::TriangleTopology::Shader: if (buffer_index < 2) { buffer[buffer_index++] = vtx; } else { buffer_index = 0; - - triangle_handler(buffer[0], buffer[1], vtx); + if (topology == PipelineRegs::TriangleTopology::Shader && winding) { + triangle_handler(buffer[1], buffer[0], vtx); + winding = false; + } else { + triangle_handler(buffer[0], buffer[1], vtx); + } } break; @@ -50,10 +53,16 @@ void PrimitiveAssembler::SubmitVertex(const VertexType& vtx, } } +template +void PrimitiveAssembler::SetWinding() { + winding = true; +} + template void PrimitiveAssembler::Reset() { buffer_index = 0; strip_ready = false; + winding = false; } template -- cgit v1.2.3