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Vec4<int> and Vec4<float>'s AssignToAll went through the four value constructor, which stores the values one by one, so whatever loaded the vector next stalled: the edge functions' setup per triangle and tile, among others. They now splat in a register on SSE and NEON. ReadSpanDepth loads its four depths as one vector where they're stored together, rather than through an array, and ComputePlane is inline, as returning its plane through memory stalled the UV planes' setup the same way. 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.