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Switch over D3D9 as well. Buggy, will debug after unification
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@@ -257,7 +257,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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Draw::Texture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
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BindAsClutTexture(clutTexture);
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framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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framebufferManager_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
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samplerKey.magFilt = false;
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samplerKey.minFilt = false;
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@@ -286,6 +286,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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Draw::Texture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
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Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight);
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draw_->BindTexture(0, nullptr);
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Depal");
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draw_->SetScissorRect(0, 0, (int)framebuffer->renderWidth, (int)framebuffer->renderHeight);
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@@ -304,6 +305,8 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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shaderApply.Shade();
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framebufferManager_->RebindFramebuffer("ApplyTextureFramebuffer");
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draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
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const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
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@@ -315,14 +318,13 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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draw_->InvalidateCachedState();
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shaderManager_->DirtyLastShader();
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} else {
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framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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framebufferManager_->RebindFramebuffer("ApplyTextureFramebuffer");
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framebufferManager_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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gstate_c.SetUseShaderDepal(false);
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gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
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}
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framebufferManagerGL_->RebindFramebuffer("ApplyTextureFramebuffer");
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SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
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ApplySamplingParams(samplerKey);
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