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The edge functions' start built a constant vector through Vec4<int>'s
four value constructor, which stores the values one by one, and the UV
ramps went through a stack array: each reloaded as a vector, a store
forwarding stall per triangle and tile. The constant is now loaded from
a static array, and the ramps {0, d, 2d, 3d} are made from d in lanes.
Wipeout takes 3.4 s for five emulated seconds (from 3.5 s), God of War
3.6 s (from 3.7 s).
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.