forked from ShuriZma/suyu
gl_shader_cache: Do not flip tessellation on OpenGL
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4017928213
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@ -159,8 +159,7 @@ Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key,
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Shader::RuntimeInfo info;
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switch (program.stage) {
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case Shader::Stage::TessellationEval:
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// We have to flip tessellation clockwise for some reason...
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info.tess_clockwise = key.tessellation_clockwise == 0;
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info.tess_clockwise = key.tessellation_clockwise != 0;
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info.tess_primitive = [&key] {
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switch (key.tessellation_primitive) {
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case Maxwell::TessellationPrimitive::Isolines:
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