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Avoid corrupting mem if our framebuf size is wrong.
Let the size specify the framebuffer height, which we are most likely to have gotten wrong.
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@ -2071,8 +2071,13 @@ bool FramebufferManager::NotifyFramebufferCopy(u32 src, u32 dst, int size, bool
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} else if (srcBuffer) {
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WARN_LOG_REPORT_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
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if (g_Config.bBlockTransferGPU) {
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// TODO: Validate x/y/w/h based on size and offset?
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ReadFramebufferToMemory(srcBuffer, true, 0, 0, srcBuffer->width, srcBuffer->height);
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// TODO: Support memcpy from offset within framebuffer? Seems dangerous.
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// Maybe at least if x offset is 0, in case a game manually copies or memsets by stride.
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const u32 srcBpp = srcBuffer->format == GE_FORMAT_8888 ? 4 : 2;
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int h = size / (srcBuffer->fb_stride * srcBpp);
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if (h > 0) {
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ReadFramebufferToMemory(srcBuffer, true, 0, 0, srcBuffer->width, h);
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}
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}
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return false;
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} else {
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