diff --git a/GPU/Common/FramebufferManagerCommon.cpp b/GPU/Common/FramebufferManagerCommon.cpp index 8d17f2d9ff..f421b3458a 100644 --- a/GPU/Common/FramebufferManagerCommon.cpp +++ b/GPU/Common/FramebufferManagerCommon.cpp @@ -553,10 +553,10 @@ void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) { CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_); // Special compatibility trick for Burnout Dominator lens flares. Not sure how to best generalize this. See issue #11100 - if (PSP_CoreParameter().compat.flags().UploadDepthForCLUTTextures && (currentRenderVfb_->usageFlags & FB_USAGE_CLUT) != 0) { + if (PSP_CoreParameter().compat.flags().UploadDepthForCLUTTextures && currentRenderVfb_->z_address > 0x04110000) { // Set the flag, then upload memory contents to depth channel. // Sanity check the depth buffer pointer. - if (currentRenderVfb_->z_address != 0 && currentRenderVfb_->z_address != currentRenderVfb_->fb_address) { + if (currentRenderVfb_->z_address > 0x04110000 && currentRenderVfb_->z_address != 0 && currentRenderVfb_->z_address != currentRenderVfb_->fb_address) { if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) { const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address); DrawPixels(currentRenderVfb_, 0, 0, (const u8 *)src, GE_FORMAT_DEPTH16, currentRenderVfb_->z_stride, currentRenderVfb_->width, currentRenderVfb_->height, RASTER_DEPTH, "Depth Upload");