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Use BlueToAlpha in more games instead of ReinterpretFramebuffers/ShaderColorBitmask
Switches over Outrun and DiRT 2. See https://github.com/hrydgard/ppsspp/issues/11358#issuecomment-720160221 Better performance and removes some color banding.
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@ -1107,6 +1107,20 @@ ULES01402 = true
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ULUS10513 = true
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ULJM05812 = true
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NPJH50371 = true
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# Colin McRae's DiRT 2 - issue #13012 (car lighting)
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# Previously used ReinterpretFramebuffers + ShaderColorBitmask
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ULUS10471 = true
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ULJM05533 = true
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NPJH50006 = true
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ULES01301 = true
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# Outrun 2006: Coast to Coast - issue #11358 (car reflections)
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# Previously used ReinterpretFramebuffers + ShaderColorBitmask
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ULES00262 = true
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ULUS10064 = true
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ULKS46087 = true
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# Some games render first to RGB of a 4444 texture, then they switch to 565 and render masked to blue,
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# just to be able to render to the alpha channel of the 4444. We can detect that and reroute rendering
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# to avoid problems.
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@ -1119,17 +1133,6 @@ NPEZ00198 = true
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# This setting will go away in the near future, hopefully we can enable it
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# for all or most games.
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[ReinterpretFramebuffers]
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# Outrun 2006: Coast to Coast - issue #11358 (car reflections)
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ULES00262 = true
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ULUS10064 = true
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ULKS46087 = true
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# Colin McRae's DiRT 2 - issue #13012 (car lighting)
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ULUS10471 = true
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ULJM05533 = true
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NPJH50006 = true
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ULES01301 = true
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# Ultimate Ghosts & Goblins
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ULJM05147 = true
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ULUS10105 = true
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@ -1146,29 +1149,8 @@ ULES01441 = true
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ULJM05600 = true
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ULJM05775 = true
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# Split/Second now uses BlueToAlpha instead.
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# ULES01402 = true
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# ULUS10513 = true
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# ULJM05812 = true
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# NPJH50371 = true
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[ShaderColorBitmask]
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# Outrun 2006: Coast to Coast - issue #11358
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ULES00262 = true
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ULUS10064 = true
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ULKS46087 = true
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# Colin McRae's DiRT 2 - issue #13012 (car lighting)
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ULUS10471 = true
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ULJM05533 = true
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NPJH50006 = true
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ULES01301 = true
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# Split/Second now uses BlueToAlpha instead.
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#ULES01402 = true
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#ULUS10513 = true
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#ULJM05812 = true
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#NPJH50371 = true
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# No users right now, but keeping it around as a more accurate option than BlueToAlpha, for debugging mainly Outrun.
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[DisableFirstFrameReadback]
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# Wipeout Pure: Temporary workaround for lens flare flicker. See #13344
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