Files
ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 64fce1bb3f SoftGPU: Compute depth with the GE's precision
Measured on hardware (gpu/depth/transformprecision, gpu/depth/precision):
clip Z and W come out of the combined matrix as float24s, z/w uses the
GE's reciprocal, which linearly interpolates 128 table segments and isn't
quite 1/w, and the viewport's z * scale + center adds without guard bits:
the smaller term is truncated to the precision of the larger one.

Fixes the Test Drive Unlimited map (#12786) and the missing background in
Fuuun Shinsengumi Bakumatsuden (from #16131), where vertices land right at
the minimum depth.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00
..

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.