From 3242e1a6175f9b8d9138dc3ff140604191f7de83 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sat, 22 Aug 2015 01:01:03 -0500 Subject: [PATCH] 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 --- Source/Core/VideoCommon/PixelShaderGen.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]); template static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);