Might be helpful to diagnose performance problems on user devices.
Additionally, moves the texture replacement controls to the top. They
should probably be moved somewhere else entirely...
See #17918
This isn't a huge performance boost for the games that use BBOX (like
Tekken), but it'll be more valuable if we start using soft culling more
widely automatically, see #17808
Accidentally disabled this in #17575
Helps #17797 but only on OpenGL on mobile. There's more to improve
there.
caps_.framebufferFetchSupported is now always set to false in Vulkan.
Haven't been using these for a while.
I've come to the conclusion here that I think it's better to try to
deal with the issues using safe workarounds like copies, instead of
relying on features with somewhat iffy driver support that are not
universal across APIs anyway.
Fixes#17182
Not exactly sure what behavior we really want, but I think this one is
OK, and at least more similar to the old one. Now we save
already-replaced textures if the named replacement texture is missing, and there
isn't already a hash-named one in new or the "root".
Fixes#17014
Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.
This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.
(The heuristic is good though - it means less compat.ini hacks going in
the other direction).
In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.
Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
Fixes#17030 , or at least improves on it - for optimal performance that
big framebuffer used for bloom should be split like in Killzone, but it's not trivial.
The regression in 1.14 is fixed with this, at least.
I tried it with a few other games with no issues - it seems games are
using TexFlush when needed. But let's see if it really is safe to rely
on that...
There might also be other places we should call DiscardFramebufferCopy
in.