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-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 38449ae5eb..b3ae7e125f 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -354,8 +354,17 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
//
// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
+ u32 temp_texID = texID;
texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
tex_hash ^= tlut_hash;
+
+ // Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have
+ // an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
+ // Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2).
+ // TODO: Convert those textures using the right palette, so they display correctly
+ auto iter = textures.find(temp_texID);
+ if (iter != textures.end() && iter->second->IsEfbCopy() && textures.find(texID) == textures.end())
+ texID = temp_texID;
}
// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain