diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 7e9c7376e7..03c4d0eb82 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -2322,8 +2322,9 @@ void GSRendererHW::Draw() // create that target, because the clear isn't black, it'll hang around and never get invalidated. const bool is_square = (t_size.y == t_size.x) && m_r.w >= 1023 && PrimitiveCoversWithoutGaps(); const bool is_clear = is_possible_mem_clear && is_square; - const bool possible_shuffle = draw_sprite_tex && ((src && src->m_target && src->m_from_target && src->m_from_target->m_32_bits_fmt && GSLocalMemory::m_psm[src->m_from_target_TEX0.PSM].depth == GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].depth) && - GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16) || IsPossibleChannelShuffle(); + const bool possible_shuffle = draw_sprite_tex && (((src && src->m_target && src->m_from_target && src->m_from_target->m_32_bits_fmt && GSLocalMemory::m_psm[src->m_from_target_TEX0.PSM].depth == GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].depth) && + GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16) || + IsPossibleChannelShuffle()); rt = g_texture_cache->LookupTarget(FRAME_TEX0, t_size, target_scale, GSTextureCache::RenderTarget, true, fm, false, force_preload, preserve_rt_rgb, preserve_rt_alpha, unclamped_draw_rect, possible_shuffle, is_possible_mem_clear && FRAME_TEX0.TBP0 != m_cached_ctx.ZBUF.Block()); diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index ec636cb2bb..b1bcccf3fb 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -2789,7 +2789,7 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r // But this causes rects to be too big, especially in WRC games, I don't think there's any need to align them here. GSVector4i r = rect; - off.loopPages(rect, [this, &rect, bp, bw, psm, &found, &r](u32 page) + off.loopPages(rect, [this, &rect, bp, bw, psm, &found](u32 page) { auto& list = m_src.m_map[page]; for (auto i = list.begin(); i != list.end();) diff --git a/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp b/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp index 85486b8369..198461f925 100644 --- a/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp +++ b/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp @@ -2216,8 +2216,8 @@ bool GSDeviceVK::UpdateWindow() void GSDeviceVK::ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) { - if (!m_swap_chain || m_swap_chain->GetWidth() == static_cast(new_window_width) && - m_swap_chain->GetHeight() == static_cast(new_window_height)) + if (!m_swap_chain || (m_swap_chain->GetWidth() == static_cast(new_window_width) && + m_swap_chain->GetHeight() == static_cast(new_window_height))) { // skip unnecessary resizes m_window_info.surface_scale = new_window_scale;