diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index afc0ec0cbc..886e5f462f 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -2119,7 +2119,7 @@ void GSTextureCache::Surface::ResizeTexture(int new_width, int new_height, GSVec { // Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other // APIs either. So use a fullscreen quad setting depth instead. - g_gs_device->StretchRect(m_texture, tex, GSVector4(rc) / GSVector4(tex->GetWidth(), tex->GetHeight(), tex->GetWidth(), tex->GetHeight()), ShaderConvert::DEPTH_COPY, false); + g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, false); } else {