Files
ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 c8819d5087 SoftGPU: Make arm64 and x86 render the GE probes identically
Found by the probe regression run (ppsspp-re geprobe/regress.py), which
gave different counts on the two:

- Vec4<int> >> was a logical shift on SSE, arithmetic elsewhere. A negative
  spot factor lit pixels white on x86 (gpu/probe exp100).
- Vec4<float>::ToRGBA rounded on SSE and truncated on NEON and the generic
  path. Spline colors were one lower on ARM (exp48-51, the PSP rounds).
- Texel coordinates past the int range: the C++ sampler now gives INT_MIN
  like the x86 JIT's conversion, as the PSP does with a repeating texture (exp5).
- The viewer direction is normalized with the GE's normalization instead of
  the SIMD float one (exp2, exp3).

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.