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GPU: Flip the triangle front face winding if the GPU is configured to not flip the triangles.
OpenGL's default behavior is already correct when the GPU is configured to flip the triangles. This fixes 1-2 Switch's splash screen.
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81a44d38ee
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c1bebdef5e
@ -478,7 +478,9 @@ public:
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u32 depth_write_enabled;
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u32 depth_write_enabled;
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INSERT_PADDING_WORDS(0x8);
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INSERT_PADDING_WORDS(0x7);
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u32 d3d_cull_mode;
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BitField<0, 3, ComparisonOp> depth_test_func;
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BitField<0, 3, ComparisonOp> depth_test_func;
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@ -498,7 +500,13 @@ public:
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u32 enable[NumRenderTargets];
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u32 enable[NumRenderTargets];
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} blend;
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} blend;
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INSERT_PADDING_WORDS(0x2D);
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INSERT_PADDING_WORDS(0xB);
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union {
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BitField<4, 1, u32> triangle_rast_flip;
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} screen_y_control;
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INSERT_PADDING_WORDS(0x21);
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u32 vb_element_base;
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u32 vb_element_base;
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@ -528,7 +536,12 @@ public:
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}
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}
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} tic;
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} tic;
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INSERT_PADDING_WORDS(0x22);
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INSERT_PADDING_WORDS(0x21);
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union {
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BitField<2, 1, u32> coord_origin;
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BitField<3, 10, u32> enable;
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} point_coord_replace;
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struct {
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struct {
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u32 code_address_high;
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u32 code_address_high;
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@ -818,11 +831,14 @@ ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(depth_test_enable, 0x4B3);
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ASSERT_REG_POSITION(depth_test_enable, 0x4B3);
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ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
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ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
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ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
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ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
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ASSERT_REG_POSITION(d3d_cull_mode, 0x4C2);
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ASSERT_REG_POSITION(depth_test_func, 0x4C3);
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ASSERT_REG_POSITION(depth_test_func, 0x4C3);
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ASSERT_REG_POSITION(blend, 0x4CF);
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ASSERT_REG_POSITION(blend, 0x4CF);
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ASSERT_REG_POSITION(screen_y_control, 0x4EB);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(point_coord_replace, 0x581);
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ASSERT_REG_POSITION(code_address, 0x582);
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ASSERT_REG_POSITION(code_address, 0x582);
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ASSERT_REG_POSITION(draw, 0x585);
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ASSERT_REG_POSITION(draw, 0x585);
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ASSERT_REG_POSITION(index_array, 0x5F2);
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ASSERT_REG_POSITION(index_array, 0x5F2);
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@ -771,6 +771,16 @@ void RasterizerOpenGL::SyncCullMode() {
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if (state.cull.enabled) {
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if (state.cull.enabled) {
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// because OpenGL already does it for us.
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if (regs.screen_y_control.triangle_rast_flip == 0) {
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if (state.cull.front_face == GL_CCW)
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state.cull.front_face = GL_CW;
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CCW;
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}
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}
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}
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}
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}
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