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nv2a: Move palette offset behind texture reuse check
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@ -6179,6 +6179,15 @@ static void pgraph_bind_textures(NV2AState *d)
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texture_data += offset;
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hwaddr texture_vram_offset = texture_data - d->vram_ptr;
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SurfaceBinding *surface = pgraph_surface_get(d, texture_vram_offset);
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TextureBinding *tbind = pg->texture_binding[i];
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if (!pg->texture_dirty[i] && tbind &&
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(!surface || tbind->draw_time == surface->draw_time)) {
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glBindTexture(pg->texture_binding[i]->gl_target,
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pg->texture_binding[i]->gl_texture);
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continue;
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}
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hwaddr palette_dma_len;
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uint8_t *palette_data;
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if (palette_dma_select) {
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@ -6190,15 +6199,6 @@ static void pgraph_bind_textures(NV2AState *d)
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palette_data += palette_offset;
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hwaddr palette_vram_offset = palette_data - d->vram_ptr;
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SurfaceBinding *surface = pgraph_surface_get(d, texture_vram_offset);
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TextureBinding *tbind = pg->texture_binding[i];
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if (!pg->texture_dirty[i] && tbind &&
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(!surface || tbind->draw_time == surface->draw_time)) {
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glBindTexture(pg->texture_binding[i]->gl_target,
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pg->texture_binding[i]->gl_texture);
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continue;
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}
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NV2A_DPRINTF(" texture %d is format 0x%x, "
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"off 0x%" HWADDR_PRIx " (r %d, %d or %d, %d, %d; %d%s),"
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" filter %x %x, levels %d-%d %d bias %d\n",
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