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+2 -6
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@@ -1192,8 +1192,8 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, c
if (inside_target)
{
// Need to set it up as a region target.
src->m_region.SetX(block_boundary_rect.x, src->m_from_target->m_valid.z);
src->m_region.SetY(block_boundary_rect.y, src->m_from_target->m_valid.w);
src->m_region.SetX(block_boundary_rect.x, std::max(src->m_from_target->m_valid.z, block_boundary_rect.z));
src->m_region.SetY(block_boundary_rect.y, std::max(src->m_from_target->m_valid.w, block_boundary_rect.w));
}
if (GSRendererHW::GetInstance()->IsTBPFrameOrZ(dst->m_TEX0.TBP0))
@@ -1800,10 +1800,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
if (!t->HasValidBitsForFormat(psm, req_color, req_alpha, rt_tbw == TEX0.TBW) && !(possible_shuffle && GSLocalMemory::m_psm[psm].bpp == 16 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32))
continue;
// Be careful of shuffles where it can shuffle the width of the target, even though it may not have all been drawn to.
if (!possible_shuffle && frame.Block() != TEX0.TBP0 && !t->Inside(bp, bw, psm, block_boundary_rect))
continue;
x_offset = rect.x;
y_offset = rect.y;
dst = t;