diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index 74676f4d5b..f3f05984e4 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -1115,6 +1115,21 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo } } + if (dstStride < bytes_per_row) + { + // This kind of efb copy results in a scrambled image. + // I'm pretty sure no game actually wants to do this, it might be caused by a + // programming bug in the game, or a CPU/Bounding box emulation issue with dolphin. + // The copy_to_ram code path above handles this "correctly" and scrambles the image + // but the copy_to_vram code path just saves and uses unscrambled texture instead. + + // To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path + // so if the game does try to use the scrambled texture, dolphin will grab the scrambled + // texture (or black if copy_to_ram is also disabled) out of ram. + ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row); + copy_to_vram = false; + } + // Invalidate all textures that overlap the range of our efb copy. // Unless our efb copy has a weird stride, then we want avoid invalidating textures which // we might be able to do a partial texture update on.