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Resize here just to be safe.
Not that a texture ought to be > 2MB, but in case we lower that initial buffer size or something.
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@@ -1701,6 +1701,7 @@ void *TextureCache::DecodeTextureLevel(GETextureFormat format, GEPaletteFormat c
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// Special case: if we don't need to deal with packing, we don't need to copy.
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if ((g_Config.iTexScalingLevel == 1 && gl_extensions.EXT_unpack_subimage) || w == bufw) {
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if (UseBGRA8888()) {
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tmpTexBuf32.resize(std::max(bufw, w) * h);
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finalBuf = tmpTexBuf32.data();
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ConvertColors(finalBuf, texptr, dstFmt, bufw * h);
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} else {
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