GPUs from the Wii and from Xbox are so different that any heavily optimized code ported from one to another would require a lot of work to keep it running smoothly.
For instance, a code created for the fixed point Wii's GPU will not be able run well on a very flexible and programmable GPU like the one on the Xbox unless it was is a few generations ahead of the Wii's GPU.
On the other hand, a code for Xbox's GPU would be able to run well (on even better) on the Wii's GPU only if algorithms used on it could have many if its parts computed by fixed point functions on the Wii's GPU.








