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GEDot3 and GERowSum called ldexpf for each result, and the UV plane setup ldexp and ilogb for every triangle and tile, about 2% of the CPU time between them. Adding to the exponent field gives the same values while they stay normal (ScaleByPow2Exact, which calls ldexpf otherwise), and the planes' values and shifts always are. 2-4% fewer instructions in every game measured. 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.