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A draw whose texture rectangle overlapped what queued primitives write flushed, once per draw. NeedsOrder already orders each primitive by the texels it actually reads, so let it. God of War's bloom passes texture from the main framebuffer declared as 512x512, which reaches into the buffer they draw to, and flushed every 30 primitives: 6% faster there. 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.