Round primary color in swrast #3097
I'll try to get back to this today but I discovered that this fixes Pokemon X&Y because textures with a null address get skipped with one of my changes. I did some GPU research and I concluded that the color output from a null address texture depends on the previous texture used and it varies if the types of the texture are different. The color is deterministic since it depends on what was drawn before it, but I'd conclude that this is a bug in Pokemon X & Y. The only reason why it wasn't fixed was because the developers could not see what was happening with the null texture, since they always draw the male character's body before the two cheeks. In my tests I get slightly non-deterministic results when opening the home menu while using the null address. If a game depends on this weird hardware behavior for correct rendering we'd be in trouble though.
Anyways the correct thing to do is to warn in the log when a null texture is used and emit a transparent black. I've already argued that using the null texture is a bug in the game and is undefined (could break if Nintendo ever decides to do a new GPU revision, although I don't think they will), and we should provide a sensible default.
I'll remove the null address check out of software rasterizer for now, and I'll address the comments.