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.
This commit is contained in:
Scott Mansell 2014-07-17 22:39:09 +12:00
parent 705afc70b6
commit 2be83c13be
2 changed files with 4 additions and 4 deletions

View File

@ -558,7 +558,7 @@ namespace EfbInterface
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
if (fbWidth*fbHeight > 640*568) {
if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT) {
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
return;
}

View File

@ -86,8 +86,8 @@ static void CreateShaders()
void SWRenderer::Prepare()
{
s_xfbColorTexture[0] = new u8[640*568*4];
s_xfbColorTexture[1] = new u8[640*568*4];
s_xfbColorTexture[0] = new u8[MAX_XFB_WIDTH*MAX_XFB_HEIGHT*4];
s_xfbColorTexture[1] = new u8[MAX_XFB_WIDTH*MAX_XFB_HEIGHT*4];
s_currentColorTexture = 0;
@ -166,7 +166,7 @@ void SWRenderer::swapColorTexture() {
void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
{
if (fbWidth*fbHeight > 640*568) {
if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT) {
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
return;
}