diff --git a/src/video_core/engines/maxwell_3d.h b/src/video_core/engines/maxwell_3d.h index 988a6433e..cc1f90de6 100644 --- a/src/video_core/engines/maxwell_3d.h +++ b/src/video_core/engines/maxwell_3d.h @@ -478,7 +478,9 @@ public: u32 depth_write_enabled; - INSERT_PADDING_WORDS(0x8); + INSERT_PADDING_WORDS(0x7); + + u32 d3d_cull_mode; BitField<0, 3, ComparisonOp> depth_test_func; @@ -498,7 +500,13 @@ public: u32 enable[NumRenderTargets]; } blend; - INSERT_PADDING_WORDS(0x2D); + INSERT_PADDING_WORDS(0xB); + + union { + BitField<4, 1, u32> triangle_rast_flip; + } screen_y_control; + + INSERT_PADDING_WORDS(0x21); u32 vb_element_base; @@ -528,7 +536,12 @@ public: } } tic; - INSERT_PADDING_WORDS(0x22); + INSERT_PADDING_WORDS(0x21); + + union { + BitField<2, 1, u32> coord_origin; + BitField<3, 10, u32> enable; + } point_coord_replace; struct { u32 code_address_high; @@ -818,11 +831,14 @@ ASSERT_REG_POSITION(rt_control, 0x487); ASSERT_REG_POSITION(depth_test_enable, 0x4B3); ASSERT_REG_POSITION(independent_blend_enable, 0x4B9); ASSERT_REG_POSITION(depth_write_enabled, 0x4BA); +ASSERT_REG_POSITION(d3d_cull_mode, 0x4C2); ASSERT_REG_POSITION(depth_test_func, 0x4C3); ASSERT_REG_POSITION(blend, 0x4CF); +ASSERT_REG_POSITION(screen_y_control, 0x4EB); ASSERT_REG_POSITION(vb_element_base, 0x50D); ASSERT_REG_POSITION(tsc, 0x557); ASSERT_REG_POSITION(tic, 0x55D); +ASSERT_REG_POSITION(point_coord_replace, 0x581); ASSERT_REG_POSITION(code_address, 0x582); ASSERT_REG_POSITION(draw, 0x585); ASSERT_REG_POSITION(index_array, 0x5F2); diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index e516eb1ad..3c3657d9d 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -771,6 +771,16 @@ void RasterizerOpenGL::SyncCullMode() { if (state.cull.enabled) { state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face); state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face); + + // If the GPU is configured to flip the rasterized triangles, then we need to flip the + // notion of front and back. Note: We flip the triangles when the value of the register is 0 + // because OpenGL already does it for us. + if (regs.screen_y_control.triangle_rast_flip == 0) { + if (state.cull.front_face == GL_CCW) + state.cull.front_face = GL_CW; + else if (state.cull.front_face == GL_CW) + state.cull.front_face = GL_CCW; + } } }