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When a triangle's long edge (top to bottom vertex) has 3 dy > 2^17 in screen subpixels, the GE lights the first pixel of each 4-pixel span along it (the last, for a right edge) when any of the span is inside, likely an overflowing 3 dy span offset. Bottom ties end the long edge at the left vertex. Such triangles take a scalar mask path. gpu/probe exp130-135, exact; none of 216 frame dumps has such a triangle. 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.