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GS: Don't propagate 24bit textures on download
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@@ -1096,7 +1096,8 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
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// the game can then draw using 8H format
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// in the case of silent hill blit 8H -> 8P
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// this will matter later when the data ends up in GS memory in the wrong format
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if (t->m_32_bits_fmt)
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// Be careful to avoid 24 bit textures which are technically 32bit, as you could lose alpha (8H) data.
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if (t->m_32_bits_fmt && t->m_TEX0.PSM > PSM_PSMCT24)
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t->m_TEX0.PSM = PSM_PSMCT32;
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if (GSTextureCache::m_disable_partial_invalidation)
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