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
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@ -137,7 +137,7 @@ static const char *tevRasTable[] =
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static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
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static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
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static char text[16384];
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static char text[32768];
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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]);
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template<class T> static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);
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