mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-30 19:24:23 +01:00
DrawRectangle computed each span's UVs from the planes in 64 bits through the general GEUVSpan. It now fills the staged rows' buffers (flat colors, z and fog, the coverage and the early depth test) and draws them with DrawStagedSpans, which takes the 32-bit UV path when the planes allow it. Each pixel still picks its mip level from its own q. 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.