diff --git a/plugins/GSdx/GSTextureCache.cpp b/plugins/GSdx/GSTextureCache.cpp index ce99e1a121..d971a2b7b7 100644 --- a/plugins/GSdx/GSTextureCache.cpp +++ b/plugins/GSdx/GSTextureCache.cpp @@ -37,8 +37,10 @@ GSTextureCache::GSTextureCache(GSRenderer* r) m_preload_frame = userhacks && theApp.GetConfig("preload_frame_with_gs_data", 0); m_can_convert_depth = s_IS_OPENGL && theApp.GetConfig("texture_cache_depth", 1); m_crc_hack_level = theApp.GetConfig("crc_hack_level", 3); - - m_temp = (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 32); + + // In theory 4MB is enough but 8MB is safer for overflow + // Test: onimusha 3 PAL 60Hz + m_temp = (uint8*)_aligned_malloc(2 * 1024 * 1024 * sizeof(uint32), 32); } GSTextureCache::~GSTextureCache() diff --git a/plugins/GSdx/GSTextureOGL.cpp b/plugins/GSdx/GSTextureOGL.cpp index f4feb8c0e0..3041827735 100644 --- a/plugins/GSdx/GSTextureOGL.cpp +++ b/plugins/GSdx/GSTextureOGL.cpp @@ -42,7 +42,7 @@ namespace PboPool { uint32 m_size; bool m_texture_storage; GLsync m_fence[PBO_POOL_SIZE]; - const uint32 m_pbo_size = 4*1024*1024; + const uint32 m_pbo_size = 8*1024*1024; // Option for buffer storage // XXX: actually does I really need coherent and barrier???