mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
The two handwritten SIMD decoders are used with or without the JIT, and had drifted from the step functions: - The God of War one ignored g_DoubleTextureCoordinates, giving HD Remaster games the wrong UVs, and passed NaN and infinite positions through. Those now come out finite like everywhere else. - The GTA one expanded 5551 colors wrongly on NEON (a left shift where the SSE version shifts right). - On ARM64, both now fuse the UV scale and offset, like the JIT and the steps as the compiler builds them. Both are back in the unit test, which now also feeds NaN and infinity to plain float positions and checks they come out finite, and runs only on x86-64 and arm64 for now. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>