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A texel's byte offset is a sum of one for its row and one for its column, swizzled or not, so the four texels of a bilinear sample now take two of each, and the CLUT offset of a mip level is found once per sample. The UV planes at a quad's four pixels are one sum plus steps, as for depth. 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.