Description
In #15717, I fixed the Juiced 2 rendering issue where two render targets share a bit of data by partially overlapping, by allowing PPSSPP to consider them the same render target. Since a lot of draws are done texturing from one and writing to the other, this leads to a lot of detected "self-texturing" which leads to a large number of expensive copies.
An alternative approach would be to leave the two render targets separate, but on bind, detect other overlapping rendertargets and copy the overlapping areas from the other ones if they're "fresher". A bit similar to what #15700 will do for depth buffers, but with an offset. That would avoid the self-texturing issue entirely, but adds a little bit of complexity that we might not always want to have enabled.
Anyway, if implemented, this should get Juiced 2 speed back to at least where it was before, so might be worthwhile in the future.