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The tessellator's output was queued as ordinary vertices and run through a vertex decoder at flush, although the decoded layout is the same as SimpleVertex. That decode did two things: the UV scale/offset, and clearing gstate_c.vertexFullAlpha. The tessellator now does both, and SubmitCurve writes its output where DecodeVerts would have put it and queues it as predecoded. DecodeVerts only copies such a draw, when it decodes elsewhere, like the Vulkan and GLES push buffers. The software renderer decodes by itself and keeps the old path, as do through mode curves and anything with draws already queued. 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.