Commit Graph
48476 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 8a7a67ae25 SoftGPU: Use larger tiles now that pixels are cheaper
With the span drawing and sampling faster, the setup a triangle repeats
for each tile it touches weighs more, so the rule is now eight tiles per
thread instead of sixteen (64x32 on eight threads). Against sixteen, in
wall time on five games: God of War -2.6%, Wipeout -1.7%, LocoRoco -5.2%,
Tekken 6 -5.6%, Burnout -3.3%, with 2.5-8% less CPU. Four per thread used
the least CPU but was slower than eight in wall time in most of them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:39:29 +02:00
Henrik RydgårdandClaude Opus 5.5 9ce774d9f9 SoftGPU: Let the quad sampler skip the level check when all is level 0
Staged spans without mip levels pass no level arrays, and the sampler goes
straight to its one level path. 4% fewer instructions in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:39:29 +02:00
Henrik RydgårdandClaude Opus 5.5 cf3848d073 SoftGPU: Lerp two channels per lane in the four-pixel bilinear sampler
The texels come out corner by corner, so no transpose, and R with B, G with
A, share 32-bit lanes as 16-bit halves: no lerp of 8-bit values needs more
than 16 bits, and masking after each shift truncates both halves as before.
2.5% fewer instructions in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:39:29 +02:00
Henrik RydgårdandClaude Opus 5.5 0787732168 SoftGPU: Skip the level of detail when nothing depends on it
Without mip levels and with one filter for both, a span's texturing is the
quad sampler at level 0: staged spans call it directly instead of going
through ApplyTexturing, which also skips the level calculation. God of War
retires 7% fewer instructions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:39:28 +02:00
Henrik RydgårdandClaude Opus 5.5 2cca146b7e SoftGPU: Filter the four-pixel bilinear samples a channel per vector
SampleLinearQuadT filtered each pixel's four texels as 16-bit channels in a 64-bit integer, then
transposed the results into a vector per channel for the texture function. Now the lerps run on a
channel of all four pixels at a time, producing that layout directly. God of War about 6% faster.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:39:28 +02:00
Henrik Rydgård bdf05ae874 Merge pull request #22464 from hrydgard/softgpu-spans
SoftGPU: Render in 4x1 spans instead of 2x2 quads, like the PSP. Optimize span functions with templating
2026-10-09 11:38:52 +02:00
Henrik RydgårdandClaude Opus 5.5 d9b36b7e46 CrossSIMD: Keep the C++ fallback's integer ops defined, like the SIMD ones
The fallback (which RISC-V uses) did its integer arithmetic in plain int,
where signed overflow and left shifts of negative values are undefined,
and converted out of range floats with a cast, which is undefined too:
RISC-V gives INT_MAX for NaN where SSE gives INT_MIN and NEON 0. With GCC
on RISC-V that broke GEUVSpanCore in the GEMath unit test. Now the
arithmetic wraps through uint32_t, like the SIMD instructions, and an out
of range or NaN conversion gives INT_MIN, like SSE.

Also skip GERowSum's zero terms before computing their shift, as their
exponent can be INT_MIN. Found with -fsanitize=undefined on the fallback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:12:48 +02:00
Henrik Rydgård bd8f37bf0f Merge pull request #22465 from hrydgard/hw-ge-blends
HW backends: Improve accuracy of blending
2026-10-09 11:05:28 +02:00
Henrik RydgårdandClaude Opus 5.5 10f5de6ded SoftGPU: Find each edge's row bounds once
The coverage and the drawn range took the same three edge bounds, each a
64-bit division. 1% fewer cycles in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 bb72b748e1 SoftGPU: Pick the span function by blend kind, and decide the vector path once
The span functions come in three blend kinds (none, source alpha over the
destination, and the general one), and states with logic ops or signed blend
factors get the pixel at a time function up front instead of checking per
span. 4.5% fewer instructions in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 770dc0fe43 SoftGPU: Early depth test of staged spans in vector lanes
CheckDepthTestPassed4 only has an SSE path, so on ARM it compared lane by
lane. Adds Vec4S32::LoadU16 for the depth values.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 d979f4fe3c SoftGPU: Leave out a zero secondary color, and fill constant span buffers once
A flat secondary color of zero (no specular) isn't added to each span, and
a flat secondary color or absent fog fills its buffer once per triangle
rather than once per row. 3% fewer instructions in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 52aa78f5ae SoftGPU: Draw rectangles in stages like triangle rows
DrawRectangle computed each span's UVs from the planes in 64 bits through the general GEUVSpan. It
now fills the staged rows' buffers (flat colors, z and fog, the coverage and the early depth test)
and draws them with DrawStagedSpans, which takes the 32-bit UV path when the planes allow it. Each
pixel still picks its mip level from its own q.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 c9ddd26cd2 SoftGPU: Walk the staged rows' planes four pixels at a time
When a plane's values at both ends of the chunk fit in 32 bits, so do all between, and 32-bit
wrapping arithmetic gets them exactly: then in vector lanes, with the clamp.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 6223f1926b SoftGPU: Compute the staged rows' coverage in vector lanes
The coverage stage was a scalar loop per pixel with the snap edge as a branch. A chunk starts a span,
so relative to it the bounds fit in 32 bits and the snap edge's pixel is a fixed offset per lane.

Also read the depth buffer for the early depth test with one load where SSE isn't used.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 a0c57e190f SoftGPU: Pass a span's colors a channel at a time
The span pixel function and the four-pixel bilinear sampler work in vector lanes, a channel per
vector, but took and returned the colors a pixel at a time, so every span was transposed twice on the
way. Now they take a channel at a time with a stride. The staged rows keep each chunk's colors that
way from the start (their stage walks a channel at a time anyway), and DrawRectangle builds them so.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 9cbce22773 SoftGPU: Draw clear mode, stencil and color test spans in vector lanes
DrawSpanVector now covers everything but logic ops and the signed blend factors. Stencil tests pick
the SFail, ZFail or ZPass op per lane, and lanes that only get a new stencil keep their old color.
Pixels are read and written in the framebuffer's own format, converting the whole span at once, and
a span with all four pixels drawn is stored in one go.

Only drawn pixels are written: spans are aligned in screen coordinates, so with a draw offset one can
reach into a tile another thread is drawing.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 2ec3212d92 SoftGPU: Specialize the staged rows' texturing for the triangle
The last stage of a staged row (texturing, the secondary color and the
pixels) is now a template on what's fixed per triangle: textured or not,
the UV planes fitting 32 bits, the mip level's q and through mode.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 6edaf432ad SoftGPU: Check a triangle's UV planes once instead of every span
When a triangle's q, s and t plane sums fit 32 bits wherever its spans
are walked, and the planes' exponents keep the GE's UV arithmetic in the
normal float range (GEUVSpanSafe), a span's plane values are one vector
add each and GEUVSpanCore runs without its range checks. Tested bit for
bit against the scalar code under those conditions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 1d60f375d7 SoftGPU: Draw triangle rows in stages
Where the pixel function is the C++ one (and textures have planes), a
row is now drawn in stages over up to 64 pixels at a time: coverage,
depth and the early depth test, then the colors, secondary colors and fog
of all its pixels, then texturing and the pixels span by span. Each stage
keeps little state, where the single span loop spilled most of its.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 68c9593fb6 SoftGPU: Apply the texture function to a span's four pixels in lanes
The four-pixel sampler now runs the texture function (modulate, decal,
blend, replace and add, with color doubling) on all four pixels at once,
one vector per channel, instead of GetTextureFunctionOutput per pixel.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 0d6bb8b198 SoftGPU: Draw the pixels of a span together, in vector lanes
Where the pixel function is the C++ one, triangles and sprites now hand
it a whole span of four pixels. Unless the state has a stencil or color
test, a logic op or a signed blend factor, the span goes through one pixel
per vector lane: clamping, alpha test, fog, depth range, test and write,
blending, dither and the color write mask, as the per-pixel code does
them. Checked against the per-pixel code span by span in 8 games and 263
frame dumps.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 d729df2ecd SoftGPU: Step a triangle's planes along the row
Depth, colors, fog and the UV planes are now started once per row and
stepped a span at a time, instead of evaluated from scratch at every
span.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 0223fbcce3 SoftGPU: Walk triangle rows between their exact ends
Each row's covered pixels now come from the three edges directly, as a
range from 64-bit integer bounds at the pixel centers, and only the spans
in it are visited, with lane masks from the range. The edge functions
per span (32-bit, with a coarse row narrowing) are gone. The mip level's
q comes from the row's covered range instead of edge tests per pixel. A
tall triangle's long edge, which the GE checks at the other end of a span
for its first or last pixel, is still checked per pixel.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 cb48381ada SoftGPU: Compute a span's exact texture coordinates in vector lanes
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>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 d24d420057 SoftGPU: Sample a span's four pixels in vector lanes
When the four pixels share their mip level (always, for a triangle's
span), their texel coordinates, clamping or wrapping and texel offsets
are computed in vector lanes, and only the texel and palette reads go
one by one. Adds Vec4S32::Min.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 b8690d543e SoftGPU: Draw triangles and sprites in spans of four pixels in a row
The GE walks rows in spans of four pixels and picks the mip level's q
once per span, so the rasterizer now does the same instead of 2x2
quads: triangle spans are aligned like the GE's, so the four pixels
share their level, which is computed once. Auto LOD without planes takes
its vertical derivative from the row below. Sprites, which always have
planes, lose their unused incremental UVs.

Without a sampler JIT, the four bilinear samples of a span are now taken
in one call. Same results on 263 frame dumps and 8 games.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 8c7d600b74 SoftGPU: Fewer address and plane computations per textured pixel
A texel's byte offset is a sum of one for its row and one for its column,
swizzled or not, so the four texels of a bilinear sample now take two of
each, and the CLUT offset of a mip level is found once per sample. The
UV planes at a quad's four pixels are one sum plus steps, as for depth.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 3b26ba54ba SoftGPU: Inline GERecip, and pick the mip level's q once per quad row
The rasterizer takes a GERecip per pixel, so it's inline now, with its
table exported. The q for the mip level is the same for the two pixels
of a quad row unless they're in different 4-pixel spans, so it's only
looked up again then.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 1e591405b6 SoftGPU: Specialize the bilinear sampler per texture format without a JIT
Where there's no sampler JIT (everything but x86-64), bilinear sampling
switched on the texture format per pixel, on the CLUT format per texel,
and went through swizzle checks and vector-to-stack round trips. Now a
template instance per texture format, swizzling and CLUT format is
picked with the state, and the filter does all four channels at once in
16-bit lanes of a uint64_t. Same results (checked on 263 frame dumps).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 b707a6837f SoftGPU: Scale UV plane values by a power of two instead of ldexp
The per-pixel texture coordinates called ldexp with a shift that's fixed
per triangle or line. The shift keeps the values in double's normal
range, so multiplying by a precomputed 2^-shift is exact. Lines also
convert their end values to fixed point once instead of per pixel.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 0dc6381ba4 Headless: Add --dump-compat, to apply compat settings to frame dumps
Headless leaves a game's compat.ini settings out when replaying a frame
dump, so comparisons with the PSP see what the renderer itself does. This
puts them back, for checking what a compat entry does to a dump (Puyo Puyo
Fever 2's depth rounding).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:59:59 +02:00
Henrik Rydgård ff0f27d88c Merge pull request #22463 from hrydgard/hw-rect-culling
HW backends: Drop 3D rectangles with a vertex out of range
2026-10-09 09:43:17 +02:00
Henrik Rydgård 9745197310 Merge pull request #22462 from hrydgard/softgpu-transform
SoftGPU: Optimize exact transform with SIMD
2026-10-09 09:35:51 +02:00
Henrik RydgårdandClaude Opus 5.5 74991f96d3 Read the framebuffer for DOUBLESRCALPHA + DOUBLESRCALPHA blends in through mode
With alpha above 0.5 the dst factor goes past 1, which 2x alpha in the shader
clamps: Super Stardust composites its bloom at alpha 0xFF, doubling the dst,
and came out at 1x without the bloom brightening. Same through mode reasoning
as for DSTCOLOR + DOUBLESRCALPHA. Also fixes Ford Bold Moves Street Racing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:09:36 +02:00
Henrik RydgårdandClaude Opus 5.5 172c200cb1 Drop 3D rectangles with a vertex out of range, like the software renderer
The GE doesn't clip rectangles: one with a vertex behind the camera or outside
the screen range is dropped whole (the software renderer's ProcessRect, from
gpu/clipping/guardband). The hardware backends drew them, stretched to the far
off-screen vertex.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:09:36 +02:00
Henrik RydgårdandClaude Opus 5.5 e05a3b29fb Read the framebuffer for DSTCOLOR + DOUBLESRCALPHA blends in through mode
The result is dst * (src + 2a), up to 3x the dst, which fixed function
blending can't reach: doubling alpha in the shader clamps it to 2x. MotorStorm
Arctic Edge and Tomb Raider Anniversary brighten their whole frame this way
and came out much too dark. Through mode draws are mostly full screen passes
that don't overlap themselves, so the framebuffer copy is safe there; 3D draws
keep the approximation (copies there caused overlap problems in Silent Hill).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:09:36 +02:00
Henrik RydgårdandClaude Opus 5.5 eef6e3b4e9 Truncate the color in the GE-exact FIXA/FIXB blend, like the GE's filter
The GE's bilinear filter truncates (4-bit weights, twice), and rounding the
GPU's finer filtered value made each texel about a level brighter. God Eater
Burst's bloom is faint and feeds back into itself pass after pass, so that
roughly doubled it: its dumps go from 15-31k px off the PSP to 0.4-3k, the
#17033 ones from 79k/107k to 25k/47k. Split/Second and Call of Duty: Road to
Victory improve too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:09:36 +02:00
Henrik RydgårdandClaude Opus 5.5 d0baab5614 Compute FIXA/FIXB blends like the GE
The GE's blend terms are floor((2c+1)(2f+1)/1024), which truncates, while the
hardware multiplies by f/255 and rounds, so every pass of a fixed color blend
chain came out up to a level brighter. God Eater Burst's bloom is many such
passes and ended up far too bright.

For additive FIXA/FIXB blends that aren't just 0 and 0xFFFFFF, the shader
now computes the src term exactly and lowers it by 0.5 - (2B+1)/1024, and the
blend constant is the GE's dst factor (2B+1)/512, so the hardware's rounding
of the sum lands on the GE's floor (except where the src term would go below
zero). Blend constants are passed as floats to make that possible.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:09:36 +02:00
Henrik RydgårdandClaude Opus 5.5 d6f045aad9 SoftGPU: Add the diffuse light without branching on its factor
N.L changes sign from vertex to vertex, so the branch on it was mispredicted a lot. A factor that isn't
positive scales the color to 0, so the term can always be added. Vertex reading about 6% faster in
Tekken 6.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 a14712c65e SoftGPU: Skin a vertex without per-operation fallback checks
Every GEAdd4 and GEMulFloat24x4 checked its lanes for the cases it can't do and branched to a
fallback, a vector-to-scalar move and a branch per operation, about 14% of skinning. The unchecked
variants only collect those lanes; a vertex where any appears is skinned again with the checked ones.
The products use GEMulFloat24x4 (the same as a one-term GERowSum4 here), and the position's and
normal's add chains are interleaved. Skinning is about 20% faster.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 d272703721 SoftGPU: Keep the vertex position, normal and light vectors as Vec4F32
The position is read once as (x, y, z, 1) for the clip, fog, texgen and
light vector rows, and lighting works on Vec4F32 throughout, without
going through arrays. Each light's constant term, its position minus
the world translation, is computed once per state instead of per
vertex. The texture matrix rows are now prepared with the transform
state, so loading that matrix dirties it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 49674c3f25 GEMath: Add GEDot3 and GENormalize4 on Vec4F32
GEDot3 forms one term per lane and sums across the lanes, about 1.5-2x
as fast as the scalar GEDot. Adds Vec4S32::GetLane.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 63a05db8d2 SoftGPU: Skin the x, y and z components together in vector lanes
Skinning did each component's weighted bone entries and its chain of
GEAdds separately in scalar code. The components now go in lanes, with
GEMulFloat24x4 for the weighted entries, one-term row sums for the
products and GEAdd4 for the sums, in the same order. Checked against the
scalar version on every vertex of 143 skinned frame dumps.

GEMulFloat24x4 matches ProductToFloat24, so inf and NaN bone entries
behave as before. GEAdd4 handles two zero operands without its fallback.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 c9a2b773e3 GEMath: Build GERecip and GERsqrt results from exponent bits
Adds the exponent instead of calling ldexpf, except for reciprocals that
can be denormal. Identical results for every normal float24 input.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 a9d8b6d3c5 GEMath: GERowSum4 takes its left operands as one vector
They're truncated to float24 with one AND, and their exponents, fractions
and signs worked out for all terms at once, each term then broadcasting its
lane (new CrossSIMD Vec4S32::SplatLane). The term count becomes a template
parameter so the lanes are constants. About 75-83 M transforms/s on an M1,
from 68; results unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 c4ce2e3635 SoftGPU: Use GERowSum4 for the transform's row sums
The four clip space rows of a vertex, the texture matrix's three, the world
normal's three, the vector to a light, and each row of the combined matrix
now take one GERowSum4 call. Same results (pspautotests, frametests and
the probe regression set unchanged).

GERowSum4 scales its result by adding to the exponent instead of
multiplying, and CrossSIMD gets a Vec4S32::Max for the largest lsb. About
68 M transforms/s against 26 for four scalar GERowSums on an M1 (a pure
NEON version with per-lane shifts did about 79); replaying the frametest
dumps gets only about 1% faster, up to 11% on Taiko no Tatsujin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:57:09 +02:00
Henrik RydgårdandClaude Opus 5.5 59eccf499e GEMath: Add GERowSum4, four row sums at once
Four rows sharing their left operands, like a vertex transform's: with
float24 operands each exact product is a 32-bit integer, (1.a' * 1.b') >> 15
= 32768 + a' + b' + (a' b' >> 15), and the terms are aligned by scaling with
a power of two and truncating. Lanes whose result exponent is out of a
single float scale's reach take the scalar GERowSum. Tested bit for bit
against GERowSum on random operands (arm64 and x86-64). Not used yet.

Also adds an arithmetic Vec4S32::Shr and the float/int bit casts to
CrossSIMD.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:55:42 +02:00
Henrik Rydgård 35e27933ff Merge pull request #22461 from hrydgard/softgpu-accuracy
SoftGPU: More accuracy fixes
2026-10-09 02:53:26 +02:00
Henrik Rydgård e71665d9e7 Merge pull request #22460 from hrydgard/android-config-changes
Android: Handle more activity config changes manually
2026-10-09 02:18:57 +02:00