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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>
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.