mirror of https://github.com/PCSX2/pcsx2.git
GS/TextureCache: Check PSM matches before expanding target
Mercenaries is doing a 128x4095 write in PSMT4, which when upscaling, goes beyond the limits of most GPUs.
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@ -781,7 +781,7 @@ void GSTextureCache::ExpandTarget(const GIFRegBITBLTBUF& BITBLTBUF, const GSVect
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{
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{
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Target* t = *i;
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Target* t = *i;
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if (TEX0.TBP0 == t->m_TEX0.TBP0 && t->Overlaps(TEX0.TBP0, TEX0.TBW, TEX0.PSM, r))
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if (TEX0.TBP0 == t->m_TEX0.TBP0 && TEX0.PSM == t->m_TEX0.PSM && t->Overlaps(TEX0.TBP0, TEX0.TBW, TEX0.PSM, r))
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{
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{
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list.MoveFront(i.Index());
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list.MoveFront(i.Index());
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