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ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 dcaa4d5f16 GPU: Saturate the lighting pow's exponent below 512, as the GE does
The GE keeps the specular and spot exponents to 5 significant bits,
truncated, and from 512 up (infinity and NaN included) uses 496. Only
the specular one was truncated, and neither saturated. A huge or NaN
exponent overflowed pspPow's bits: highlights wrong on every backend,
and on D3D11, where the overflowing float to int conversion gives a
NaN, black (Everybody's Golf, #22418). With the exponent clamped, t
stays in range for every base the backends produce.

Measured, now bit exact in the software renderer and within 4 levels
on Vulkan.

Fixes #22418

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 13:32:24 -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.