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Some safety checks to avoid bad combinations, probably not really needed in practice.
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@@ -414,7 +414,7 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
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bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS);
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bool depth = channel == NOTIFY_FB_DEPTH;
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && !depth;
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && !depth && !gstate_c.curTextureIs3D;
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bool need_depalettize = IsClutFormat(texFormat);
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