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Drawing a sprite that textures from its target in the GE's pixel order made Burnout Dominator about 60% slower in wall time: it copies its framebuffer onto itself in 32-pixel strips twice a frame, and those were drawn pixel by pixel on the main thread. When each pixel reads only the texel it writes (through mode, nearest, level 0, the target's format and stride, texture coordinates equal to the pixel), the order can't change what any pixel reads, so such a sprite is drawn like any other. Burnout renders the same, within 3% of before the pixel order. 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.