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GPU/HW: Fix off-by-one in sprite UV rect calculation
CheckForTexPageOverlap() makes it exclusive already. Fixes replacements for FF8 title screen not applying in the third texture page, because it thought it was sampling from an unwritten area of VRAM.
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@ -2782,7 +2782,7 @@ void GPU_HW::DrawSprite(const GPUBackendDrawRectangleCommand* cmd)
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if (cmd->texture_enable && ShouldCheckForTexPageOverlap())
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{
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CheckForTexPageOverlap(cmd, GSVector4i(static_cast<s32>(tex_left), static_cast<s32>(tex_top),
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static_cast<s32>(tex_right), static_cast<s32>(tex_bottom)));
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static_cast<s32>(tex_right) - 1, static_cast<s32>(tex_bottom) - 1));
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}
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const u32 base_vertex = m_batch_vertex_count;
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