[D3D12] Point sprite size fixes, point/line bits in PsParamGen
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@@ -184,6 +184,17 @@ union alignas(uint32_t) SQ_CONTEXT_MISC {
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// take abs(SPRITETEXCOORD.zw) explicitly.
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// https://shawnhargreaves.com/blog/point-sprites-on-xbox.html
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// 4D5307F1 has snowflake point sprites with an asymmetric texture.
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// * For non-point primitives, according to LG P705, this may be the IJ
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// barycentric coordinates, however, it's not yet known how intentional,
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// well-defined and reliable this behavior is, and whether any game uses
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// it on purpose. Also, the mapping between the vertex indices and the
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// order of these coordinates seems to vary possibly depending on the
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// positions of the vertices relative to each other even when the
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// winding order stays the same. It's also unknown what effect the
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// provoking vertex convention has on the order.
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// TODO(Triang3l): Research the order, as well as the sampling location, of
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// PsParamGen.zw, the behavior (whether they're extrapolated) when the
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// center of the pixel is not covered, on the real hardware.
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// * Sign bit of X - is front face (according to the disassembly of vFace
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// and gl_FrontFacing usage), non-negative for front face, negative for
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// back face (used with `rcpc` in shaders to take signedness of 0 into
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