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Measured with gpu/probe exp43-47, bit exact: - New vertices are interpolated from the inside vertex, t = d_in / (d_in - d_out) with d = z + w through the GE adder, using the GE's reciprocal; out - in is truncated to float24 before the multiply by t, and t and each coordinate use float24 products and adds. - With one vertex outside, the quad is split from the vertex before it in the GE's order: (p, a, b) and (p, b, n). The GE takes odd strip triangles in reverse and fan triangles in order, so SendTriangle now says when the vertices it gets are reversed from that. 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.