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Only the start of the vertex range was checked. Nothing is mapped after the end of RAM or of the VRAM mirrors, so a draw starting near either end faulted on the first read past it: in TestBoundingBoxFast, the vertex decoder or the software renderer, depending on the path. 3000 triangles at 0x047FFF00, or a 4x4 bezier patch at 0x047FFF80, crashed both Vulkan and the software renderer. Prims, beziers and splines now check the whole range on both, including in the fast loop and when merging draws. Indexed draws still only check the index range. Co-Authored-By: Claude Opus 5.5 <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.