diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index 8d58346a8c..eaef9ea6da 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -1177,6 +1177,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) { // And is it inside the rendered area? Sometimes games pack data outside. bool matchRegion = ((offset / bpp) % framebuffer->fb_stride) < framebuffer->width; if (matchRange && matchRegion && offset < clutRenderOffset_) { + WARN_LOG_N_TIMES(clutfb, 5, G3D, "LoadCLUT(%d bytes) from framebuffer %08x (%s), byte offset %d", loadBytes, fb_address, GeBufferFormatToString(framebuffer->fb_format), offset); framebuffer->last_frame_clut = gpuStats.numFlips; framebuffer->usageFlags |= FB_USAGE_CLUT; clutRenderAddress_ = framebuffer->fb_address;