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Where the pixel function is the C++ one, triangles and sprites now hand it a whole span of four pixels. Unless the state has a stencil or color test, a logic op or a signed blend factor, the span goes through one pixel per vector lane: clamping, alpha test, fog, depth range, test and write, blending, dither and the color write mask, as the per-pixel code does them. Checked against the per-pixel code span by span in 8 games and 263 frame dumps. 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.