Files
psxrecomp/runtime
Matthew Stanley 3094ed7368 GL: textured per-prim state -> flat vertex attributes (batching prep)
Move texpage/clut/depth/raw/uv-limits from per-prim uniforms into flat vertex
attributes (TEXV=18-float vertex). Keeps per-prim draws for now — verified
pixel-identical in the Tomba village and perf-neutral (scene_gpu 28.3 vs 28.4ms;
the cost is draw-call bound, not vertex-data bound). This is the foundation for
coalescing consecutive same-state textured prims into one draw: with texture
state per-vertex, only blend/mask/texwindow remain as batch keys.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 08:40:16 -07:00
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