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GEUVSpan does the GE's per-pixel UV arithmetic for four pixels at once: the plane values to float24s by exponent arithmetic, GERecip with its table entries gathered, and the truncated 24-bit products from the 16-bit significands' product. Lanes it doesn't cover (values past 2^24, denormals, results out of range) send the span to the scalar code. Tested bit for bit against it. 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.