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ReadVertex took the GE's viewport arithmetic one coordinate at a time, with a reciprocal of w for each, and stored the position, the UVs and the whole vertex in pieces that were then reloaded with wider loads, each a store forwarding stall. x, y and z now go through one GERecip and the four-lane multiply and add (the scalar path stays for non-finite input and zero or denormal w), the position is loaded as a vector, and the vertex is written straight into its destination. 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.