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Also split DirectX9's texture cache.
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@@ -940,7 +940,6 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffe
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depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
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}
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if (depal) {
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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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@@ -1516,6 +1515,8 @@ void TextureCache::SetTexture(bool force) {
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gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
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gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
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// This will rebind it, but that's okay.
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nextTexture_ = entry;
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UpdateSamplingParams(*entry, true);
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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