Now that we allow multiple color format buffers to overlap, and don't
just take one and change its format during copy for example, we could
use some additional checking.
Additionally, do a simple heuristic to reject "obviously" wrong copies
copies to framebuffers.
Fixes#15959, should also help #16124
Solves the last problem with the speedometers - so we can finally say: Fixes#8509
Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts. We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.
(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
This reduces the number of vertex shaders and thus pipelines by quite a
bit more in a few games, like Tekken and GoW, continuing the fight
against shader compile stutter.
The perf impact should be minimal if not positive due to less pipeline
changes.
GLES fixes
Make the vertex input declarations match (always declare fog input). Fixes D3D11 validation
Tess fix
In #16104, we drastically reduced the number of shader variants for
games that use flexible lighting setups. I looked at a few games and it
seems that a lot of games have the same shaders with fog on/off, while
fog is super cheap to compute. So let's just always do it, reducing
vertex shader variants further (though the amount of pipelines will probably
remain the same, since we still specialize the fragment shader).
Might also be worth adding a dynamic bool for the fragment shader, but
if so, doing it separately.
This drastically reduces the shader compile stutter that happens when a lot of new
light setups are created, like on the first punch in Tekken 6.
There's more stuff that might benefit from being made dynamic like this.
These branches are very cheap on modern GPUs since they're branching on
a uniform variable, so no divergence.
Only tested on Vulkan. I think we'll need to keep the old path too for
gpus like Mali-450...