re: retract 'the game batches elements that share a mode' -- its own log refutes it
I wrote that yesterday in HANDOFF, the finding page and INDEX. It is false: in one main-menu frame, draws 5, 6 and 7 are three separate additive draws -- consecutive, identical blend state, not merged. Only the one-way implication holds: elements inside one draw share a blend state; sharing a state does not put elements in one draw. The wrong version would have licensed the port inferring a mode for an element nobody observed, which is the one thing that page must not do. The ptframe4 conclusion is unaffected -- it is in the same DRAW as ptframe3, not merely the same mode. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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@@ -62,9 +62,14 @@ than either alone.
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*separate* question and I have not read the shader. Do not conclude
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premultiplied textures from this.
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* **`ptframe1` and `ptframe2` are ONE draw call**, and so are `pteff20` +
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`ptframe3`. A draw call carries one blend state, so the game batches elements
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that share a mode. `ptframe4` needs no separate argument: it is inside the same
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additive batch as `ptframe3`.
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`ptframe3`. A draw call carries one blend state, so `ptframe4` needs no
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separate argument: it is inside the same additive draw as `ptframe3`.
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🔴 **Correction to my own first phrasing of this, which said "the game batches
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elements that share a mode".** That is false and would have let you infer a
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mode for an element I did not observe. In one menu frame, draws **5, 6 and 7
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are three separate additive draws** — consecutive, same state, not merged. What
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holds is only the one-way implication: **elements inside one draw share a blend
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state; sharing a state does not put elements in one draw.**
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* **Read the table as per-element facts, not as a rule.** *Which field* selects
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the mode is still unknown — nothing on the disc does it, and the batching means
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the choice is made before the draw. Two additive menu draws (819×720 and
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