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Texture Cache: Fix crashes on NVIDIA.
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@ -1122,7 +1122,7 @@ typename TextureCache<P>::BlitImages TextureCache<P>::GetBlitImages(
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break;
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}
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if (can_be_depth_blit) {
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const ImageBase* const dst_image = src_id ? &slot_images[src_id] : nullptr;
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const ImageBase* const dst_image = dst_id ? &slot_images[dst_id] : nullptr;
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DeduceBlitImages(dst_info, src_info, dst_image, src_image);
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if (GetFormatType(dst_info.format) != GetFormatType(src_info.format)) {
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continue;
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@ -1135,8 +1135,11 @@ typename TextureCache<P>::BlitImages TextureCache<P>::GetBlitImages(
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dst_id = InsertImage(dst_info, dst_addr, RelaxedOptions{});
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}
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} while (has_deleted_images);
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if (GetFormatType(dst_info.format) != SurfaceType::ColorTexture) {
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// Make sure the images are depth and/or stencil textures.
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const ImageBase& src_image = slot_images[src_id];
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const ImageBase& dst_image = slot_images[dst_id];
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if (GetFormatType(dst_info.format) != GetFormatType(dst_image.info.format) ||
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GetFormatType(src_info.format) != GetFormatType(src_image.info.format)) {
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// Make sure the images match the expected format.
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do {
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has_deleted_images = false;
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src_id = FindOrInsertImage(src_info, src_addr, RelaxedOptions{});
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