diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index 5a2d22273095d..9ad5ec3c84ba0 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -1327,6 +1327,8 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const // The hack can fix glitches in some games. if (!t->m_drawn_since_read.rempty()) { + t->RTADecorrect(t); + Read(t, t->m_drawn_since_read); t->m_drawn_since_read = GSVector4i::zero(); @@ -3520,6 +3522,8 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r if (exact_bp && !dirty_rect.rintersect(targetr).rempty()) t->Update(); + t->RTADecorrect(t); + Read(t, targetr); // Try to cut down how much we read next, if we can.