Copy color from overlapping framebuffers on bind, under certain conditions #15888
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Leads to much faster performance in Juiced 2, instead of expanding the framebuffer to encompass both two overlapping framebuffers and relying on copies for self-blending. Similar to how we're handling depth copies.
This will later be expanded to handle more things in a more elegant way, like the framebuffer overlap in God of War for the shadows and color reinterpretation.
For now, keeps checking the same compatibility flag as the previous solution, but a later goal is to get rid of it. We currently do seems to get spurious copies from this in other games, one example being Wipeout where it seems to further break the already broken lens flare. However I think that one will need to be fixed properly on its own...
Fixes #15728