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ppsspp/Core
Henrik RydgårdandClaude Opus 5.5 cd59a16d85 GPU: Rasterize software depth on a worker thread
The depth draws were queued and rasterized on the emu thread at each render target change, in
Wipeout about 40 small batches a frame, and around 40% of that thread's time. Now a render target
change hands the batch to a worker thread and carries on. Waiting for it is left to whatever reads
the depth buffers: DrawSync and ListSync, block transfers, framebuffer copies, showing a frame,
savestates and shutdown, and the texture cache when the texture or CLUT it reads overlaps a depth
buffer still being written.

Batches grow as needed instead of being preallocated at full size. A full batch is now handed over
and a new one started, where the draw used to be dropped.

Wipeout headless, output unchanged: 16% less wall time on a Galaxy S8 (8.2 s to 6.9 s for 10
emulated seconds). On an M1, where headless waits on the GPU, the emu thread uses 38% less CPU time.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 16:42:45 +02:00
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2026-10-14 22:30:37 +02:00
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2026-08-11 15:43:48 +02:00
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