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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>