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Followup to #19331, fixes #19323.
Instead of manipulating the vertex data (which didn't really work when vertices were shared between triangles), let's just rotate the indices of each triangle to achieve the correct provoking vertex behavior. Currently only in software transform but we could just as well do this for hardware transform.
Triangle ABC is really the same as BCA, only that instead of A being last (and thus provoking on OpenGL) it's now first and provoking on D3D/Vulkan-without-extension.
("Provoking" means which vertex of a triangle provides the value for flat shaded attributes, like color or normal. The PSP has the OpenGL behavior. The original issue motivating fixing it is #10969 ).
Converted to draft because somehow, #4140 (comment) (Blade Dancer, dump available) is only partially fixed with this.