GPU/HW: Fix off-by-one in sprite UV rect calculation

CheckForTexPageOverlap() makes it exclusive already.

Fixes replacements for FF8 title screen not applying in the third
texture page, because it thought it was sampling from an unwritten
area of VRAM.
This commit is contained in:
Stenzek
2025-06-03 18:54:27 +10:00
parent e55dabfaa4
commit eee67a30da

View File

@@ -2782,7 +2782,7 @@ void GPU_HW::DrawSprite(const GPUBackendDrawRectangleCommand* cmd)
if (cmd->texture_enable && ShouldCheckForTexPageOverlap())
{
CheckForTexPageOverlap(cmd, GSVector4i(static_cast<s32>(tex_left), static_cast<s32>(tex_top),
static_cast<s32>(tex_right), static_cast<s32>(tex_bottom)));
static_cast<s32>(tex_right) - 1, static_cast<s32>(tex_bottom) - 1));
}
const u32 base_vertex = m_batch_vertex_count;