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Each row's covered pixels now come from the three edges directly, as a range from 64-bit integer bounds at the pixel centers, and only the spans in it are visited, with lane masks from the range. The edge functions per span (32-bit, with a coarse row narrowing) are gone. The mip level's q comes from the row's covered range instead of edge tests per pixel. A tall triangle's long edge, which the GE checks at the other end of a span for its first or last pixel, is still checked per pixel. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.