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authorwwylele <wwylele@gmail.com>2017-07-26 15:07:13 +0300
committerwwylele <wwylele@gmail.com>2017-08-19 10:13:20 +0300
commitab3e6dba1f112f7f07ecf3e7c8e70597ee591089 (patch)
treea1a32917c5e51c55ac05fe5780d3bebf85211c4c /src/core/memory.cpp
parent4283f4b2449d6f9deb147540f2c0e454527568d2 (diff)
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.
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