- Fixes#7395
The GE has two return address registers, and a CALL beyond them does
nothing: the list carries on after it. A signal CALL is done by the
firmware, which saves and clears them, so it starts the count over,
and the signal RET restores it. Shown on a PSP by the new
gpu/callstack/depth test.
Soul Calibur: Broken Destiny turns lighting on for its weapon trails
from a third-level CALL, so on hardware the trails stay unlit and take
their colors from the vertices. We ran that CALL and drew them white.
Plain CALLs now store a 0 base address in their stack entry, which a
signal CALL never does, so the depth can be counted without changing
the savestate layout.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Previously, "Smart 2D texture filtering" was limited to through-mode
draws, but many games use fully transformed draws to do 2D elements.
An example of this is Outrun in the menus, and it's always been plagued by
horrible filtering artifacts.
With the improved Smart 2D texture filtering, the artifacts are gone!
Of course, instead of glitchy bilinear you instead get point sampled
texturing so it looks more pixellated, but no more ugly borders between letters
in the game.