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Per pixel, from the interpolated q = 1/w: 16 + log2(slope) - log2(q), both with the same float-bits log2, plus the bias. Bit exact on gpu/probe exp58-60, including nearest level rounding. 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.