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Split out the CLUT texture cache from "TextureShaderCache"
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@@ -413,16 +413,14 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level,
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}
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void TextureCacheGLES::DeviceLost() {
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textureShaderCache_->DeviceLost();
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Clear(false);
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TextureCacheCommon::DeviceLost();
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draw_ = nullptr;
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render_ = nullptr;
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}
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void TextureCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
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draw_ = draw;
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TextureCacheCommon::DeviceRestore(draw);
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render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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textureShaderCache_->DeviceRestore(draw);
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}
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void *TextureCacheGLES::GetNativeTextureView(const TexCacheEntry *entry, bool flat) const {
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