diff --git a/Source/Core/VideoBackends/Software/EfbInterface.cpp b/Source/Core/VideoBackends/Software/EfbInterface.cpp index aabbee0607..bf405860bf 100644 --- a/Source/Core/VideoBackends/Software/EfbInterface.cpp +++ b/Source/Core/VideoBackends/Software/EfbInterface.cpp @@ -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; } diff --git a/Source/Core/VideoBackends/Software/SWRenderer.cpp b/Source/Core/VideoBackends/Software/SWRenderer.cpp index fba685370c..f94fad595a 100644 --- a/Source/Core/VideoBackends/Software/SWRenderer.cpp +++ b/Source/Core/VideoBackends/Software/SWRenderer.cpp @@ -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; }