Also disable the logic op when rendering FB w/clut.
Correctly flip textures in DrawActiveTexture().

We want to flip the origin of UV (top to bottom), not the pixels within
the specified range.
Merge pull request #6061 from unknownbrackets/gpu-minor

Correctly flip textures in DrawActiveTexture()
Merge remote-tracking branch 'upstream/master' into framebuffer-clut
Cache clut textures based on clut format.

Since we would end up with a different palette (size, interpretation of
bits, etc.)
Validate framebuffer clut shaders on use.

When their parameters are actually the ones we are going to use.
Correct clut depal indexing.
Merge pull request #6062 from unknownbrackets/framebuffer-clut

Correct clut caching (just in case) and clut shader generation timing