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Copy color from overlapping framebuffers on bind, under certain conditions #15888

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merged 1 commit into from
Aug 23, 2022

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hrydgard
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@hrydgard hrydgard commented Aug 22, 2022

Leads to much faster performance in Juiced 2, instead of expanding the framebuffer to encompass both two overlapping framebuffers and relying on copies for self-blending. Similar to how we're handling depth copies.

This will later be expanded to handle more things in a more elegant way, like the framebuffer overlap in God of War for the shadows and color reinterpretation.

For now, keeps checking the same compatibility flag as the previous solution, but a later goal is to get rid of it. We currently do seems to get spurious copies from this in other games, one example being Wipeout where it seems to further break the already broken lens flare. However I think that one will need to be fixed properly on its own...

Fixes #15728

@hrydgard hrydgard added this to the v1.14.0 milestone Aug 22, 2022
…tions.

Leads to much faster performance in Juiced 2.

This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.

Fixes #15728
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This is pretty safe, I'm just gonna get it in.

@hrydgard hrydgard merged commit 8fdd00d into master Aug 23, 2022
@hrydgard hrydgard deleted the copy-color-on-bind branch August 23, 2022 06:37
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ghost commented Aug 27, 2022

GOW Chain Of Olympus shadow is expanded.
Screenshot_2022-08-27-12-35-11-065_org ppsspp ppsspp

Correct shadow
Screenshot_2022-08-27-12-41-09-951_org ppsspp ppssppgold

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@Gamemulatorer Thanks for reporting, I'll get it fixed again soon.

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Better ways to deal with overlapping render targets
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