diff --git a/MonoGame.Framework/Graphics/Effect/Effect.cs b/MonoGame.Framework/Graphics/Effect/Effect.cs index b17dd26dbf3..45ed26b6f9f 100644 --- a/MonoGame.Framework/Graphics/Effect/Effect.cs +++ b/MonoGame.Framework/Graphics/Effect/Effect.cs @@ -235,10 +235,10 @@ internal static byte[] LoadEffectResource(string name) /// used to detect old packaged content. /// /// - /// We should avoid supporting old versions for very long as - /// users should be rebuilding content when packaging their game. + /// We should avoid supporting old versions for very long if at all + /// as users should be rebuilding content when packaging their game. /// - private const int MGFXVersion = 4; + private const int MGFXVersion = 5; #if !PSM diff --git a/MonoGame.Framework/Graphics/Shader/Shader.cs b/MonoGame.Framework/Graphics/Shader/Shader.cs index 4c0e9d415d0..1cb566f35a1 100644 --- a/MonoGame.Framework/Graphics/Shader/Shader.cs +++ b/MonoGame.Framework/Graphics/Shader/Shader.cs @@ -102,7 +102,7 @@ internal Shader(GraphicsDevice device, BinaryReader reader) var isVertexShader = reader.ReadBoolean(); Stage = isVertexShader ? ShaderStage.Vertex : ShaderStage.Pixel; - var shaderLength = (int)reader.ReadUInt16(); + var shaderLength = reader.ReadInt32(); var shaderBytecode = reader.ReadBytes(shaderLength); var samplerCount = (int)reader.ReadByte(); diff --git a/Tools/2MGFX/DXEffectObject.writer.cs b/Tools/2MGFX/DXEffectObject.writer.cs index a6ebd5a86bc..dc5a199089a 100644 --- a/Tools/2MGFX/DXEffectObject.writer.cs +++ b/Tools/2MGFX/DXEffectObject.writer.cs @@ -7,7 +7,7 @@ internal partial class DXEffectObject { private const string Header = "MGFX"; - private const int Version = 4; + private const int Version = 5; /// /// Writes the effect for loading later. diff --git a/Tools/2MGFX/DXShaderData.writer.cs b/Tools/2MGFX/DXShaderData.writer.cs index 516669b97f4..4424b3c20b7 100644 --- a/Tools/2MGFX/DXShaderData.writer.cs +++ b/Tools/2MGFX/DXShaderData.writer.cs @@ -7,9 +7,9 @@ internal partial class DXShaderData { public void Write(BinaryWriter writer, Options options) { - writer.Write(IsVertexShader); - - writer.Write((ushort)ShaderCode.Length); + writer.Write(IsVertexShader); + + writer.Write(ShaderCode.Length); writer.Write(ShaderCode); writer.Write((byte)_samplers.Length);