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TextureCLUTInShader: Build the CLUT texture from the raw CLUT
The GLES texture cache keeps 16-bit CLUTs in clutBuf_ converted to its own component order, and GetClutTexture converted them again, so Fushigi no Dungeon 4's tiles came out black on OpenGL. The framebuffer depal path already passed clutBufRaw_. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -975,7 +975,8 @@ TextureApplyResult TextureCacheCommon::ApplyTextureFinish(TexCacheEntry *entry,
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if (entry->status & TexStatus::CLUT8_INDEXED) {
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bool smoothedDepal = false;
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u32 depthUpperBits = 0;
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ClutTexture clutTexture = clutTextureCache_.GetClutTexture(gstate.getClutPaletteFormat(), clutHash_, clutBuf_);
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// The raw CLUT: GetClutTexture converts it itself, and the GLES backend's clutBuf_ is already converted to its order.
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ClutTexture clutTexture = clutTextureCache_.GetClutTexture(gstate.getClutPaletteFormat(), clutHash_, clutBufRaw_);
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BindAsClutTexture(clutTexture.texture, false);
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gstate_c.SetShaderDepal(ShaderDepalMode::NORMAL, GE_FORMAT_CLUT8);
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} else {
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