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ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 bdac4fff45 SoftGPU: Transform a run of draws' vertices together, on helper threads
God of War draws thousands of short strips per frame, each continuing
the previous one's vertices with nothing changed in between. At the
first draw of such a run, SoftGPU now looks ahead in the display list
for the draws that follow it, past only commands that can't change
anything (NOPs, unchanged state, VADDR to where the vertices continue),
and the transform unit decodes the whole run at once and then skins and
transforms it in chunks that two helper threads take alongside the
emulation thread. The draws then read their vertices from that, and the
UV and normal they carry to the next draw are updated as reading their
last vertex would.

The helpers wait a moment for the next run before their tasks end, as
the drawing threads do: waking them costs the emulation thread a system
call. The thresholds were picked under WSL2, where that costs more than
on bare metal, so they're worth measuring again there.

God of War takes 4.2 s for five emulated seconds (from 4.5 s).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 13:55:57 +02:00
..
2026-10-10 13:44:48 +02:00

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.