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gpu/vertices/carry, recorded on a PSP: a draw whose format has no UVs uses the last ones read, by any earlier draw in draw order, textured or not. They're kept as read and get the scale and offset of the draw that uses them. Normals carry over the same way. We kept the UVs after scaling, only read them with texturing on, and after a cached indexed draw carried the highest vertex instead of the last one drawn. The carried values move from statics in ReadVertex to TransformUnit. 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.