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refactor: Get rid of gstate from depalshadercache
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@@ -980,12 +980,13 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffe
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framebuffer->usageFlags |= FB_USAGE_TEXTURE;
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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if (useBufferedRendering) {
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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DepalShader *depal = nullptr;
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if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
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depal = depalShaderCache_->GetDepalettizeShader(framebuffer->drawnFormat);
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depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
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}
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if (depal) {
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GLuint clutTexture = depalShaderCache_->GetClutTexture(clutHash_, clutBuf_);
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GLuint clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
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FBO *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, FBO_8888);
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fbo_bind_as_render_target(depalFBO);
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static const float pos[12] = {
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@@ -1040,11 +1041,10 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffe
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glstate.Restore();
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framebufferManager_->RebindFramebuffer();
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
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const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
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TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(gstate.getClutPaletteFormat()), clutTotalColors, clutTotalColors, 1);
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TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
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gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
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gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
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} else {
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