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Add logging for LoadCLUT from framebuffer. See #15923 . Logs nicely in Burnout Dominator.
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@ -1177,6 +1177,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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// And is it inside the rendered area? Sometimes games pack data outside.
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bool matchRegion = ((offset / bpp) % framebuffer->fb_stride) < framebuffer->width;
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if (matchRange && matchRegion && offset < clutRenderOffset_) {
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WARN_LOG_N_TIMES(clutfb, 5, G3D, "LoadCLUT(%d bytes) from framebuffer %08x (%s), byte offset %d", loadBytes, fb_address, GeBufferFormatToString(framebuffer->fb_format), offset);
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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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