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The x86 sampler JIT returned zero for a whole sample when a texture level pointer was null, and for a mipmapped texture it checked the next level too, even when it isn't blended in. Tactics Ogre draws its font from a mipmapped texture whose next level has an invalid address, at level 0, so all its text was missing on x86-64. The generic samplers read a null level's texels as zero only where they use that level, and still apply the texture function. Now samplers for such textures aren't compiled, and the JIT's null checks are gone. Test: gpu/textures/mipinvalid. 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.