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Use the universally supported Vulkan "565" 16-bit texture format
Previously mistakenly used the BGR format instead of the RGB. Probably won't make much of a difference for anything, but may affect #17881 if my theory about it is correct. Also minor cleanups.
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@@ -599,7 +599,7 @@ void __DisplayFlip(int cyclesLate) {
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}
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if (!FrameTimingThrottled()) {
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NOTICE_LOG(SYSTEM, "Throttle: %d %d", (int)fastForwardSkipFlip, (int)postEffectRequiresFlip);
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// NOTICE_LOG(SYSTEM, "Throttle: %d %d", (int)fastForwardSkipFlip, (int)postEffectRequiresFlip);
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}
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const bool fbDirty = gpu->FramebufferDirty();
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