This is all extremely difficult stuff. Difficult, but not impossible. But again, I must reiterate that this will not happen in this release cycle because of the following reasons:
1. xBRZ does work on directly upscaling 3D textures. This works especially great when running mostly 3D games at the higher internal resolutions (4x or higher).
2. xBRZ (along with other filters) also works on the output framebuffer. For games that use mostly 2D graphics, just set your GPU Scaling Factor to 1 and you can upscale 2D layers and sprites with their proper edge boundaries and blending.
Therefore, there is no need to prioritize this feature because existing features account for most use cases. As the current GPU compositor stands, there will be zero consideration for this feature, since it would be impossible to implement with the current GPU compositor. In the next release cycle, there is a chance that the GPU compositor will get reworked to support compositing operations on the host GPU. If such a thing does happen, then only at that time will xBRZ upscaling on 2D layers/sprites be considered again as a potential feature.
]]>I also like to read the progress report from dolphin, pcsx2, rpcs3 etc.
It is just curiosity.