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5 changes: 4 additions & 1 deletion GPU/Common/TextureCacheCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2833,7 +2833,10 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
plan.scaleFactor = 1;
} else if (!g_DoubleTextureCoordinates) {
// Refuse to load invalid-ly sized textures, which can happen through display list corruption.
if (plan.w > 1024 || plan.h > 1024) {
// However, turns out some games uses huge textures for font rendering for no apparent reason.
// These will only work correctly in the top 512x512 part. So, I've increased the threshold quite a bit.
// We probably should handle these differently, by clamping the texture size and texture coordinates, but meh.
if (plan.w > 2048 || plan.h > 2048) {
ERROR_LOG(G3D, "Bad texture dimensions: %dx%d", plan.w, plan.h);
return false;
}
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1 change: 1 addition & 0 deletions UI/GameInfoCache.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,7 @@ void GameInfoTex::Clear() {
texture->Release();
texture = nullptr;
}
timeLoaded = 0.0;
}

GameInfo::GameInfo(const Path &gamePath) : filePath_(gamePath) {
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