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Take the closest matching CLUT framebuffer.
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@ -214,16 +214,23 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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// Clear the uncached bit, etc. to match framebuffers.
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const u32 clutFramebufAddr = clutAddr & 0x3FFFFFFF;
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const u32 clutFramebufEnd = clutFramebufAddr + loadBytes;
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static const u32 MAX_CLUT_OFFSET = 4096;
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clutRenderOffset_ = MAX_CLUT_OFFSET;
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for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
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auto framebuffer = fbCache_[i];
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const u32 fb_address = framebuffer->fb_address | 0x04000000;
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const u32 bpp = framebuffer->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
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if (fb_address + framebuffer->fb_stride * bpp > clutFramebufAddr && fb_address < clutFramebufEnd) {
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bool match = fb_address + framebuffer->fb_stride * bpp > clutFramebufAddr && fb_address < clutFramebufEnd;
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u32 offset = clutFramebufAddr - fb_address;
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if (match && offset < clutRenderOffset_) {
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framebuffer->last_frame_clut = gpuStats.numFlips;
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framebuffer->usageFlags |= FB_USAGE_CLUT;
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clutRenderAddress_ = framebuffer->fb_address;
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clutRenderOffset_ = clutFramebufAddr - fb_address;
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clutRenderOffset_ = offset;
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if (offset == 0) {
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break;
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}
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}
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}
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}
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