Faithful recreation of RenderSpriteQuads (0x5A0F50) with hoisted
invariant division and inlined DisplayMode_CalculateOffset. No
measurable improvement — cost is dominated by getAdapterInfo (7
sub-calls to D3D device per invocation × 3203 calls/frame) and
DrawPrimitive/DrawIndexedPrimitive virtual dispatch.
Added decompilation and assembly dumps for future reference.
10% of frame time, ~275 calls/frame, ~5800 cyc/call. Builds identity
matrices (32 stores of dead work), does 1-5 matmul calls, copies to
g_worldMatrix global. Translation matrix is identity+offset — matmul
chain can be simplified to direct computation.
- Ghidra C decompilation of RenderParticleSprites (422 lines) and 5
helper functions (calculateColorValues, matVec3Transform, etc.)
- particle_sse.zig with calcColorValues_SSE (10.7x bench but cache-miss
bound in-game — needs inlining into full function replacement)
- Bench harness for calcColorValues with correctness check
- build.zig: particle_sse as separate ReleaseFast compilation unit
- colorDetour reverted to pass-through (SSE has no in-game effect due
to L1 cache misses on scattered ColorCtx structs)
Assembly dumps and research doc for RenderParticleSprites (1.73% CPU),
calculateColorValues (0.63%), SetupParticleRendering, and
ProcessActiveParticles. Identifies SSE opportunities: V4 color interp,
billboard vertex math, rotation block. Plan for particle_sse.zig.
GetOrCreateCharacterGlyph (0x5ca2d0) is the #2 CPU hotspot at 3.65%.
The game's glyph cache uses only 4 hash buckets for ~95 ASCII chars,
causing ~24-entry chain walks with pointer chasing on every lookup.
Text measurement (99.8% of calls) re-walks these chains per character,
thousands of times per frame during UI updates.
Shadow cache: 4096-entry direct-mapped array with Murmur2 hash,
keyed on (FontObject*, charCode, param2). Cache hit returns the
cached float width via FPU ST(0) inline asm, skipping the chain
walk entirely. Gated behind ab_use_custom for A/B benchmarking.