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VideoSoftware: Use the same max XFB size as VideoCommon.
And lets just use the same constant as videocommon, so if it ever increases (again) VideoSoftware will be automatically updated.
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@ -558,7 +558,7 @@ namespace EfbInterface
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// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
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if (fbWidth*fbHeight > 640*568) {
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if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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@ -86,8 +86,8 @@ static void CreateShaders()
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void SWRenderer::Prepare()
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{
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s_xfbColorTexture[0] = new u8[640*568*4];
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s_xfbColorTexture[1] = new u8[640*568*4];
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s_xfbColorTexture[0] = new u8[MAX_XFB_WIDTH*MAX_XFB_HEIGHT*4];
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s_xfbColorTexture[1] = new u8[MAX_XFB_WIDTH*MAX_XFB_HEIGHT*4];
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s_currentColorTexture = 0;
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@ -166,7 +166,7 @@ void SWRenderer::swapColorTexture() {
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void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
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{
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if (fbWidth*fbHeight > 640*568) {
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if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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