Files
ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 9bca024674 SoftGPU: Sprite UVs with a different w at each vertex
The GE builds a sprite's UV plane from three corners whose s, t and q it
takes component by component from the two vertices: s from the vertex that
supplies the corner's x, t from the one that supplies its y (swapped when the
sprite is rotated), and q from the one that supplies its x. With different w
at the two vertices that bends the mapping; we used v1's w at every corner.
gpu/probe exp129: all four vertex orders at w = 1, 2.7 and differing w, exact.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -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.