diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index 2b57e6a5a899..c56e11b51d46 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -2833,7 +2833,10 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt plan.scaleFactor = 1; } else if (!g_DoubleTextureCoordinates) { // Refuse to load invalid-ly sized textures, which can happen through display list corruption. - if (plan.w > 1024 || plan.h > 1024) { + // However, turns out some games uses huge textures for font rendering for no apparent reason. + // These will only work correctly in the top 512x512 part. So, I've increased the threshold quite a bit. + // We probably should handle these differently, by clamping the texture size and texture coordinates, but meh. + if (plan.w > 2048 || plan.h > 2048) { ERROR_LOG(G3D, "Bad texture dimensions: %dx%d", plan.w, plan.h); return false; } diff --git a/UI/GameInfoCache.cpp b/UI/GameInfoCache.cpp index 2ad0ee1bb4fc..98eedf05cdb4 100644 --- a/UI/GameInfoCache.cpp +++ b/UI/GameInfoCache.cpp @@ -52,6 +52,7 @@ void GameInfoTex::Clear() { texture->Release(); texture = nullptr; } + timeLoaded = 0.0; } GameInfo::GameInfo(const Path &gamePath) : filePath_(gamePath) {