From 11b44aef0410d6bacef776a9daec6b84f80ab9b1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 8 Nov 2026 19:07:02 +0100 Subject: [PATCH] Don't report palette formats the float depal shader can't do It's only used without integer shader math (GLSL 1.x), on old devices. Co-Authored-By: Claude Opus 5.5 --- GPU/Common/DepalettizeShaderCommon.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/Common/DepalettizeShaderCommon.cpp b/GPU/Common/DepalettizeShaderCommon.cpp index b4f2181dce..315f678d5f 100644 --- a/GPU/Common/DepalettizeShaderCommon.cpp +++ b/GPU/Common/DepalettizeShaderCommon.cpp @@ -301,7 +301,7 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) { // index_multiplier -= 0.01f / texturePixels; if (!formatOK) { - ERROR_LOG_REPORT_ONCE(depal, Log::G3D, "%s depal unsupported: shift=%d mask=%02x offset=%d", GeBufferFormatToString(config.bufferFormat), shift, mask, config.startPos); + ERROR_LOG_ONCE(depal, Log::G3D, "%s depal unsupported: shift=%d mask=%02x offset=%d", GeBufferFormatToString(config.bufferFormat), shift, mask, config.startPos); } // Offset by half a texel (plus clutBase) to turn NEAREST filtering into FLOOR.