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Dirty more state after depal
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@ -2194,7 +2194,7 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
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ApplySamplingParams(samplerKey);
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// Since we started/ended render passes, might need these.
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
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}
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// Applies depal to a normal (non-framebuffer) texture, pre-decoded to CLUT8 format.
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@ -2286,7 +2286,7 @@ void TextureCacheCommon::ApplyTextureDepal(TexCacheEntry *entry) {
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ApplySamplingParams(samplerKey);
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// Since we started/ended render passes, might need these.
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
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}
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void TextureCacheCommon::Clear(bool delete_them) {
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