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15 Commits

Author SHA1 Message Date
lightningterror
ed09dca17e GS/DX11: Also check DrawMultiStretchRects copy for srv conflicts with rtv.
Also adjust the naming.
2025-06-23 15:09:03 +02:00
TheLastRar
e64fbb2f0e FSUI: Centre disc/exe icon in game list selected preview
The ImGui::Image path was missing the centring logic when drawing svg icons.
Covers where already correctly centred.
2025-06-23 15:07:56 +02:00
lightningterror
e37f8a6521 IopBios: Fix -Wcompare warnings. 2025-06-23 10:18:00 +02:00
lightningterror
b54bcc0e20 FullscreenUI: Fix -Wunused-variable warnings. 2025-06-23 10:18:00 +02:00
lightningterror
db37d51bb1 GS: Silence 3rdparty vk_mem_alloc warnings.
-Wunused-private-field
2025-06-23 10:18:00 +02:00
lightningterror
197b9fc560 GS/HW: Check if primid texture exists instead if it's a primid draw.
Makes local testing easier to null out primid tex.
Also match naming between gl and dx11.
Change some longs to warning level.
2025-06-23 09:59:22 +02:00
lightningterror
fd30b00205 GS/DX11: Make sure no SRVs are bound using the same texture before binding it to a RTV.
Fixes api hazard warnings.
2025-06-23 09:59:22 +02:00
TheLastRar
f182379d24 FSUI: Don't attempt to translate input profile names in game properties 2025-06-23 09:53:25 +02:00
refractionpcsx2
32ba08980d GS: Treat Q == 0 in STQ as FLT_MIN 2025-06-23 09:46:03 +02:00
PCSX2 Bot
1e1f08abb9 [ci skip] Qt: Update Base Translation. 2025-06-23 06:28:14 +02:00
refractionpcsx2
cbe20c0eed GS/HW: Fix dirty check on SWPrimRenderer check 2025-06-23 06:27:41 +02:00
refractionpcsx2
ec288ffa62 GS/TC: Fix CanTranslate rect BWs, disallow block inside target lookup 2025-06-23 06:27:41 +02:00
JordanTheToaster
7e18c02c7e GameDB: Xenosaga Episode III fixes 2025-06-23 06:27:13 +02:00
twingofan
4a505cc239 GameDB: Add memcardFilters to Armored Core: Last Raven NTSC-U SLUS-21338. (#12891) 2025-06-23 06:26:16 +02:00
Kuan-Wei Chiu
35c81106c6 Fix invalid comparator in FullscreenUI game list sort
The game list comparator previously used >= when sorting by CRC in
descending order. This violates the requirements of a strict weak
ordering, as defined by the C++ standard, which mandates that the
comparator must be irreflexive: comp(x, x) must always return false.

Using >= causes comp(a, b) and comp(b, a) to both return true when
a == b, which breaks the irreflexivity and can invalidate the
assumptions made by std::sort. This may lead to undefined behavior,
including memory corruption or segmentation faults.

Replace >= with > to ensure the comparator satisfies the strict weak
ordering requirement, restoring correctness and stability in game list
sorting behavior.
2025-06-22 14:44:34 -04:00
13 changed files with 980 additions and 934 deletions

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@@ -2409,6 +2409,7 @@ SCAJ-20179:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SCAJ-20180:
name: "Xenosaga Episode III - Also Sprach Zarathustra [Disc 2 of 2]"
region: "NTSC-Unk"
@@ -2416,6 +2417,7 @@ SCAJ-20180:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SCAJ-20181:
name: "Minna no Tennis"
region: "NTSC-Unk"
@@ -35734,6 +35736,7 @@ SLPM-61147:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SLPM-61148:
name: "グローランサーⅤ ジェネレーションズ [体験版]"
name-sort: "ぐろーらんさー5 じぇねれーしょんず [たいけんばん]"
@@ -59562,6 +59565,7 @@ SLPS-25640:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters: # Allows import of Xenosaga II save data.
- "SLPS-25640"
- "SLPS-25368"
@@ -59575,6 +59579,7 @@ SLPS-25641:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters:
- "SLPS-25640"
- "SLPS-25368"
@@ -69974,6 +69979,11 @@ SLUS-21338:
halfPixelOffset: 2 # Corrects shadow alignment and reduces blurriness.
recommendedBlendingLevel: 3 # Fixes level and map menu brightness.
preloadFrameData: 1 # Fixes glowing emblems.
memcardFilters: # Convert savegames from AC: Nexus and AC: Nine Breaker.
- "SLUS-21338"
- "SLUS-21200"
- "SLUS-20986"
- "SLUS-21079"
SLUS-21339:
name: "Puzzle Challenge - Crosswords and More!"
region: "NTSC-U"
@@ -70356,6 +70366,7 @@ SLUS-21389:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters: # Allows import of Xenosaga II save data.
- "SLUS-21389"
- "SLUS-20892"
@@ -70525,6 +70536,7 @@ SLUS-21417:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters:
- "SLUS-21389"
- "SLUS-20892"

File diff suppressed because it is too large Load Diff

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@@ -575,7 +575,7 @@ void GSState::GIFPackedRegHandlerSTQ(const GIFPackedReg* RESTRICT r)
// Vexx (character shadow)
// q = 0 (st also 0 on the first 16 vertices), setting it to 1.0f to avoid div by zero later
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero());
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero());
// Suikoden 4
// creates some nan for Q. Let's avoid undefined behavior (See GIFRegHandlerRGBAQ)
@@ -671,7 +671,7 @@ void GSState::GIFPackedRegHandlerSTQRGBAXYZF2(const GIFPackedReg* RESTRICT r, u3
GSVector4i q = GSVector4i::loadl(&r[0].U64[1]);
const GSVector4i rgba = (GSVector4i::load<false>(&r[1]) & GSVector4i::x000000ff()).ps32().pu16();
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
m_v.m[0] = st.upl64(rgba.upl32(q)); // TODO: only store the last one
@@ -705,7 +705,7 @@ void GSState::GIFPackedRegHandlerSTQRGBAXYZ2(const GIFPackedReg* RESTRICT r, u32
GSVector4i q = GSVector4i::loadl(&r[0].U64[1]);
const GSVector4i rgba = (GSVector4i::load<false>(&r[1]) & GSVector4i::x000000ff()).ps32().pu16();
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
m_v.m[0] = st.upl64(rgba.upl32(q)); // TODO: only store the last one

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@@ -1281,6 +1281,7 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
if (dTex)
{
ds = dTex->GetSize();
PSUnbindConflictingSRVs(dTex);
if (draw_in_depth)
OMSetRenderTargets(nullptr, dTex);
else
@@ -1329,7 +1330,7 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
PSSetSamplerState(linear ? m_convert.ln.get() : m_convert.pt.get());
PSSetShader(ps, ps_cb);
//
// draw
DrawPrimitive();
}
@@ -1388,7 +1389,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
PSSetSamplerState(linear ? m_convert.ln.get() : m_convert.pt.get());
PSSetShader(m_present.ps[static_cast<u32>(shader)].get(), m_present.ps_cb.get());
//
// draw
DrawPrimitive();
}
@@ -1456,6 +1457,7 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
OMSetDepthStencilState(dTex->IsRenderTarget() ? m_convert.dss.get() : m_convert.dss_write.get(), 0);
PSUnbindConflictingSRVs(dTex);
OMSetRenderTargets(dTex->IsRenderTarget() ? dTex : nullptr, dTex->IsDepthStencil() ? dTex : nullptr);
const GSVector2 ds(static_cast<float>(dTex->GetWidth()), static_cast<float>(dTex->GetHeight()));
@@ -2147,11 +2149,12 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vert
VSSetShader(m_convert.vs.get(), nullptr);
// ps
PSSetShaderResource(0, rt);
PSSetSamplerState(m_convert.pt.get());
PSSetShader(m_convert.ps[SetDATMShader(datm)].get(), nullptr);
//
// draw
DrawPrimitive();
}
@@ -2363,6 +2366,23 @@ void GSDevice11::PSUpdateShaderState()
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
}
void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
{
// Make sure no SRVs are bound using the same texture before binding it to a RTV.
bool changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); i++)
{
if ((tex1 && m_state.ps_sr_views[i] == *(GSTexture11*)tex1) || (tex2 && m_state.ps_sr_views[i] == *(GSTexture11*)tex2))
{
m_state.ps_sr_views[i] = nullptr;
changed = true;
}
}
if (changed)
PSUpdateShaderState();
}
void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref)
{
if (m_state.dss != dss || m_state.sref != sref)
@@ -2523,18 +2543,18 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
}
}
GSTexture* primid_tex = nullptr;
GSTexture* primid_texture = nullptr;
if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::PrimIDTracking)
{
primid_tex = CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::PrimID, false);
if (!primid_tex)
primid_texture = CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::PrimID, false);
if (!primid_texture)
{
Console.WriteLn("D3D11: Failed to allocate DATE image, aborting draw.");
Console.Warning("D3D11: Failed to allocate DATE image, aborting draw.");
return;
}
StretchRect(colclip_rt ? colclip_rt : config.rt, GSVector4(config.drawarea) / GSVector4(rtsize).xyxy(),
primid_tex, GSVector4(config.drawarea), m_date.primid_init_ps[static_cast<u8>(config.datm)].get(), nullptr, false);
primid_texture, GSVector4(config.drawarea), m_date.primid_init_ps[static_cast<u8>(config.datm)].get(), nullptr, false);
}
else if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::Stencil ||
config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::StencilOne)
@@ -2596,6 +2616,9 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
}
IASetPrimitiveTopology(topology);
// Should be called before changing local srv state.
PSUnbindConflictingSRVs(colclip_rt ? colclip_rt : config.rt, config.ds);
if (config.tex)
{
CommitClear(config.tex);
@@ -2645,20 +2668,20 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
SetupVS(config.vs, &config.cb_vs);
SetupPS(config.ps, &config.cb_ps, config.sampler);
if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::PrimIDTracking)
if (primid_texture)
{
OMDepthStencilSelector dss = config.depth;
dss.zwe = 0;
const OMBlendSelector blend(GSHWDrawConfig::ColorMaskSelector(1),
GSHWDrawConfig::BlendState(true, CONST_ONE, CONST_ONE, 3 /* MIN */, CONST_ONE, CONST_ZERO, false, 0));
SetupOM(dss, blend, 0);
OMSetRenderTargets(primid_tex, config.ds, &config.scissor);
OMSetRenderTargets(primid_texture, config.ds, &config.scissor);
DrawIndexedPrimitive();
config.ps.date = 3;
config.alpha_second_pass.ps.date = 3;
SetupPS(config.ps, nullptr, config.sampler);
PSSetShaderResource(3, primid_tex);
PSSetShaderResource(3, primid_texture);
}
SetupOM(config.depth, OMBlendSelector(config.colormask, config.blend), config.blend.constant);
@@ -2697,8 +2720,8 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
if (draw_ds_clone)
Recycle(draw_ds_clone);
if (primid_tex)
Recycle(primid_tex);
if (primid_texture)
Recycle(primid_texture);
if (colclip_rt)
{

View File

@@ -325,6 +325,7 @@ public:
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSUnbindConflictingSRVs(GSTexture* tex1 = nullptr, GSTexture* tex2 = nullptr);
void PSSetSamplerState(ID3D11SamplerState* ss0);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref);

View File

@@ -3903,7 +3903,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
config.rt = backup_rt;
if (!date_image)
{
Console.WriteLn("D3D12: Failed to allocate DATE image, aborting draw.");
Console.Warning("D3D12: Failed to allocate DATE image, aborting draw.");
return;
}
}

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@@ -8185,7 +8185,7 @@ bool GSRendererHW::CanUseSwPrimRender(bool no_rt, bool no_ds, bool draw_sprite_t
if (start_bp < dirty_end_bp && end_bp > dirty_start_bp)
{
if (dirty_start_bp > start_bp || dirty_end_bp < end_bp)
if (dirty_start_bp <= start_bp && dirty_end_bp >= end_bp)
{
return true;
}

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@@ -228,19 +228,22 @@ bool GSTextureCache::CanTranslate(u32 bp, u32 bw, u32 spsm, GSVector4i r, u32 db
{
const GSVector2i src_page_size = GSLocalMemory::m_psm[spsm].pgs;
const GSVector2i dst_page_size = GSLocalMemory::m_psm[dpsm].pgs;
const u32 src_bw = std::max(1U, bw);
const u32 dst_bw = std::max(1U, dbw);
const bool block_layout_match = GSLocalMemory::m_psm[spsm].bpp == GSLocalMemory::m_psm[dpsm].bpp;
const bool bp_page_aligned_bp = ((bp & ~((1 << 5) - 1)) == bp) || bp == dbp || (block_layout_match && bw == dbw);
const bool bp_page_aligned_bp = ((bp & ~((1 << 5) - 1)) == bp) || bp == dbp || (block_layout_match && src_bw == dst_bw);
const GSVector4i page_mask(GSVector4i((src_page_size.x - 1), (src_page_size.y - 1)).xyxy());
const GSVector4i masked_rect(r & ~page_mask);
const int src_pixel_width = static_cast<int>(bw * 64);
const int src_pixel_width = src_bw * 64;
const int dst_pixel_width = dst_bw * 64;
// We can do this if:
// The page width matches.
// The rect width is less than the width of the destination texture and the height is less than or equal to 1 page high.
// The rect width and height is equal to the page size and it covers the width of the incoming bw, so lines are sequential.
const bool page_aligned_rect = masked_rect.xyxy().eq(r.xyxy());
const bool width_match = ((bw * 64) / src_page_size.x) == ((dbw * 64) / dst_page_size.x);
const bool width_match = (src_pixel_width / src_page_size.x) == (dst_pixel_width / dst_page_size.x);
const bool sequential_pages = page_aligned_rect && r.x == 0 && r.z == src_pixel_width;
const bool single_row = (((bw * 64) / src_page_size.x) <= ((dbw * 64) / dst_page_size.x)) && r.width() <= src_pixel_width && r.height() <= src_page_size.y;
const bool single_row = ((src_pixel_width / src_page_size.x) <= (dst_pixel_width / dst_page_size.x)) && r.width() <= src_pixel_width && r.height() <= src_page_size.y;
const bool single_page_aligned = page_aligned_rect && r.z <= src_page_size.x && r.w <= src_page_size.y;
if (block_layout_match)
{
@@ -300,7 +303,7 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
return GSVector4i::zero();
}
const bool block_matched_format = s_psm.bpp == t_psm.bpp && (sbw == tbw || sbw == 1);
const bool block_matched_format = s_psm.bpp == t_psm.bpp && (clamped_sbw == clamped_tbw || clamped_sbw == 1);
// If there is block offset left over, try to adjust to that.
if (block_matched_format)
{
@@ -431,6 +434,8 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
GSVector4i offset_rect(horizontal_dst_page_offset * t_psm.pgs.x, vertical_dst_page_offset * t_psm.pgs.y);
new_rect = in_rect + offset_rect.xyxy();
}
else
new_rect = in_rect;
if (new_rect.z > dst_bw)
{
@@ -1320,7 +1325,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// If the BP is offset in to a page and the format does not match, trying to match up the correct position is very difficult since we don't swizzle.
// Tomb Raider Legends does a block level BP in PSMT8 over a C16 target, which is just a nightmare to get right.
// Baldurs Gate used to have this too, but now we can translate HW moves inside targets when the format matches.
if (((bp & (BLOCKS_PER_PAGE - 1)) != (t->m_TEX0.TBP0 & (BLOCKS_PER_PAGE - 1))) && (bp & (BLOCKS_PER_PAGE - 1)) && !CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW))
if (((bp & (BLOCKS_PER_PAGE - 1)) != (t->m_TEX0.TBP0 & (BLOCKS_PER_PAGE - 1))) && (bp & (BLOCKS_PER_PAGE - 1)))
continue;
const bool width_match = (std::max(64U, bw * 64U) >> GSLocalMemory::m_psm[psm].info.pageShiftX()) ==

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@@ -2475,7 +2475,7 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
primid_texture = InitPrimDateTexture(colclip_rt ? colclip_rt : config.rt, config.drawarea, config.datm);
if (!primid_texture)
{
Console.WriteLn("GL: Failed to allocate DATE image, aborting draw.");
Console.Warning("GL: Failed to allocate DATE image, aborting draw.");
return;
}
break;
@@ -2607,7 +2607,7 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
}
}
if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::PrimIDTracking)
if (primid_texture)
{
GL_PUSH("Destination Alpha PrimID Init");

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@@ -5630,7 +5630,7 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
date_image = SetupPrimitiveTrackingDATE(config);
if (!date_image)
{
Console.WriteLn("VK: Failed to allocate DATE image, aborting draw.");
Console.Warning("VK: Failed to allocate DATE image, aborting draw.");
return;
}

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@@ -75,6 +75,7 @@ class Error;
#pragma clang diagnostic ignored "-Wnullability-completeness"
#pragma clang diagnostic ignored "-Wunused-variable"
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wunused-private-field"
#endif
#define VMA_STATIC_VULKAN_FUNCTIONS 1

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@@ -3379,7 +3379,7 @@ void FullscreenUI::DrawSummarySettingsPage()
for (const std::string& name : Pad::GetInputProfileNames())
{
options.emplace_back(fmt::format(FSUI_FSTR(name)), (value.has_value() && !value->empty() && value == name) ? true : false);
options.emplace_back(name, (value.has_value() && !value->empty() && value == name) ? true : false);
names.push_back(std::move(name));
}
@@ -6285,7 +6285,7 @@ void FullscreenUI::PopulateGameListEntryList()
case 4: // CRC
{
if (lhs->crc != rhs->crc)
return reverse ? (lhs->crc >= rhs->crc) : (lhs->crc < rhs->crc);
return reverse ? (lhs->crc > rhs->crc) : (lhs->crc < rhs->crc);
}
break;
@@ -7010,6 +7010,8 @@ void FullscreenUI::DrawGameCover(const GameList::Entry* entry, const ImVec2& siz
GSTexture* const icon_texture = GetTextureForGameListEntryType(entry->type, image_square);
const ImRect image_rect(CenterImage(size, image_square));
ImGui::SetCursorPos(origin + image_rect.Min);
DrawSvgTexture(icon_texture, image_square);
}
// Pretend the image we drew was the the size passed to us
@@ -7052,6 +7054,8 @@ void FullscreenUI::DrawFallbackCover(const ImVec2& size)
GSTexture* const icon_texture = GetTextureForGameListEntryType(GameList::EntryType::PS2Disc, image_square);
const ImRect image_rect(CenterImage(size, image_square));
ImGui::SetCursorPos(origin + image_rect.Min);
DrawSvgTexture(icon_texture, image_square);
// Pretend the image we drew was the the size passed to us

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@@ -947,12 +947,12 @@ namespace R3000A
return 1;
// maximum allowed size for our buffer before we truncate
const unsigned int max_len = 4096;
constexpr unsigned int max_len = 4096;
char tmp[max_len], tmp2[max_len];
char* ptmp = tmp;
unsigned int printed_bytes = 0;
int remaining_buf = max_len - 1;
int n = 1, i = 0, j = 0;
unsigned int n = 1, i = 0, j = 0;
while (fmt[i])
{