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GS/HW: Only expand overlaps on page boundaries
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@@ -2586,7 +2586,7 @@ GSTextureCache::Target* GSTextureCache::LookupDrawTarget(GIFRegTEX0 TEX0, const
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i++;
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continue;
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}
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const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
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const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
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const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
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const bool no_target_or_newer = (!new_dst || ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
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@@ -2597,11 +2597,9 @@ GSTextureCache::Target* GSTextureCache::LookupDrawTarget(GIFRegTEX0 TEX0, const
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const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
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// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
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// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
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const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
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const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, s_psm.pgs.y - (min_rect.w & (s_psm.pgs.y - 1)))));
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if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
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{
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const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
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// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
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// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
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if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
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