Where the backend has no logic op and no framebuffer fetch, the logic op is
done in the shader against a copy of the framebuffer taken when the batch is
drawn, so draws batched together don't see each other. The PS1 emulator puts
each 24-bit video frame together by ORing passes into the same pixels, so it
lost all but the last. With compat.ini's SeparateLogicOpDraws, such draws are
flushed one at a time, and the rectangles of one draw are split, as they can
overlap too.
It costs a framebuffer copy per draw. Set for PS1 games (POPS00000).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>