GS/HW: Fix region textures being used when redundant

This commit is contained in:
Stenzek 2023-02-17 19:48:27 +10:00 committed by refractionpcsx2
parent 2f521348c6
commit e0e9b64db6
1 changed files with 1 additions and 1 deletions

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@ -279,7 +279,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
{
// Another Lupin case here, it uses region clamp with UV (not ST), puts a clamp region further
// into the texture, but a smaller TW/TH. Catch this by looking for a clamp range above TW.
const u32 rw = CLAMP.MAXU - CLAMP.MAXU + 1;
const u32 rw = CLAMP.MAXU - CLAMP.MINU + 1;
if (rw < (1u << TEX0.TW) || CLAMP.MAXU >= (1u << TEX0.TW))
{
region.SetX(CLAMP.MINU, CLAMP.MAXU + 1);