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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>
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.