AnyPS5's libc heap registered every block with GPU access, so every address-based build imported or mirrored each malloc block the title had made. The console's libc.prx maps its heap with protection 3 (CPU read and write, no GPU bits), so the GPU never sees it there either. Heap blocks are now registered without GPU access; reallocating keeps the block's access. The AvPlayer fallback for a title that passes no texture allocator stands in for that allocator, which hands out memory the GPU reads, so it allocates through a new GuestHeapAlignForGpu. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| include | ||
| src | ||
| AvPlayerLibrary.cmake | ||
| CMakeLists.txt | ||
| Export.cpp | ||