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authorRyan Houdek <Sonicadvance1@gmail.com>2015-08-22 01:01:03 -0500
committerRyan Houdek <Sonicadvance1@gmail.com>2015-08-22 01:01:03 -0500
commit3242e1a6175f9b8d9138dc3ff140604191f7de83 (patch)
treee4053a5e33a1894822e6e1b4edc6de1147575a50 /Source/Core/VideoCommon
parentc325c310d68dcc5297d32c0bdc6f851d03cdcba5 (diff)
Fix the shader overrunning our max shader size.
The Star Wars games really push the hardware to its limits, which can cause the shaders that are produced to be 18kb or more. Double our maximum shader size to compensate. Fixes issue #8860
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 809623472c..8b4363e9ff 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -137,7 +137,7 @@ static const char *tevRasTable[] =
static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
-static char text[16384];
+static char text[32768];
template<class T> static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]);
template<class T> static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);