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With the software renderer, which now stores depth as the GE does, a 16-bit read or write at VRAM's 0x04200000 or 0x04600000 mirror goes to where the GE's 16-bit or 32-bit color layout puts that depth pixel (ppsspp-re geprobe exp88: the mirrors are the layout's exact inverse). Games access depth there with nothing else, so other widths stay plain. The accessors check the address, then whether the GPU core is the software renderer (CoreParameter); the hardware renderers keep depth plain and handle the layout their own way. The renderer keeps the layouts up to date with the EDRAM address translation. With it, the JITs send 16-bit loads and stores to the interpreter, and the IR passes don't change a load's width to or from 16 bits. The pspautotests that read depth through the mirrors now do so 16 bits at a time, re-recorded on hardware unchanged. 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.