Files
ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 6223f1926b SoftGPU: Compute the staged rows' coverage in vector lanes
The coverage stage was a scalar loop per pixel with the snap edge as a branch. A chunk starts a span,
so relative to it the bounds fit in 32 bits and the snap edge's pixel is a fixed offset per lane.

Also read the depth buffer for the early depth test with one load where SSE isn't used.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
..

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.