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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>