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Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU.
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@@ -1193,7 +1193,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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// It's possible for a game to (successfully) access outside valid memory.
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u32 bytes = Memory::ValidSize(clutAddr, loadBytes);
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if (clutRenderAddress_ != 0xFFFFFFFF && !g_Config.bDisableSlowFramebufEffects) {
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if (clutRenderAddress_ != 0xFFFFFFFF && !g_Config.bBlockTransferGPU) {
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framebufferManager_->DownloadFramebufferForClut(clutRenderAddress_, clutRenderOffset_ + bytes);
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Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
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if (bytes < loadBytes) {
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@@ -1932,7 +1932,7 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
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bool smoothedDepal = false;
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u32 depthUpperBits = 0;
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if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
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if (need_depalettize) {
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clutTexture = textureShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
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smoothedDepal = CanUseSmoothDepal(gstate, framebuffer->fb_format, clutTexture.rampLength);
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