Increase res of color texture to match PAL Super Smash Bros: Brawl
The pal version of SSBB has a 640x568 xfb, which is larger than the efb. Increase the size of the static textures and put in some runtime checks to prevent buffer overruns.
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@ -551,6 +551,11 @@ namespace EfbInterface
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// Like CopyToXFB, but we copy directly into the opengl colour texture without going via Gamecube main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
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if(fbWidth*fbHeight > 640*568) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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u32 color;
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u8* colorPtr = (u8*)&color;
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u32* texturePtr = (u32*)texture;
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@ -20,7 +20,7 @@ static GLint attr_pos = -1, attr_tex = -1;
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static GLint uni_tex = -1;
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static GLuint program;
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static u8 s_xfbColorTexture[2][EFB_WIDTH*EFB_HEIGHT*4];
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static u8 s_xfbColorTexture[2][640*568*4];
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static int s_currentColorTexture = 0;
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static volatile bool s_bScreenshot;
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@ -154,6 +154,11 @@ void SWRenderer::swapColorTexture() {
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void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
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{
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if(fbWidth*fbHeight > 640*568) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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u32 offset = 0;
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u8 *TexturePointer = getColorTexture();
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