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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>
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.