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	Pica/Rasterizer: Textures seem to be laid out flipped vertically.
Not sure if this is a correct fix. Probably should instead change the decoding logic itself.
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		|  | @ -214,7 +214,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, | ||||||
|                     } |                     } | ||||||
|                 }; |                 }; | ||||||
|                 s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width); |                 s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width); | ||||||
|                 t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height); |                 t = registers.texture0.height - 1 - GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height); | ||||||
| 
 | 
 | ||||||
|                 u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress())); |                 u8* texture_data = Memory::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress())); | ||||||
|                 auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format); |                 auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format); | ||||||
|  |  | ||||||
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