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Henrik RydgårdandClaude Opus 5.5 c1326c4941 SoftGPU: Draw sprites that only read their own pixels in parallel
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>
2026-10-09 12:27:45 +02:00
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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.