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- Flush() on an empty queue now trims the state and CLUT rings, since its callers flush because one is full and push right after. - BinQueue::Full() uses >=, so an overshoot can't go unnoticed. - IsExactSelfRender compares against the target the queued draws were binned for, not gstate, which already has the next one during a flush. - A depth test without depth writes marks the depth buffer as read. - The DarkStalkers untextured sprite recomputes the binner state around it. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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.