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* memory: Consider flexible mappings as gpu accessible Multiple guest apps do this with perfectly valid sharps in simple shaders. This needs some hw testing to see how it is handled but for now doesnt hurt to handle it * memory: Clamp large buffers to mapped area Sometimes huge buffers can be bound that start on some valid mapping but arent fully contained by it. It is not reasonable to expect the game needing all of the memory, so clamp the size to avoid the gpu tracking assert * clang-format fix --------- Co-authored-by: georgemoralis <giorgosmrls@gmail.com> |
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.. | ||
common | ||
core | ||
images | ||
imgui | ||
input | ||
qt_gui | ||
shader_recompiler | ||
video_core | ||
.clang-format | ||
emulator.cpp | ||
emulator.h | ||
main.cpp | ||
sdl_window.cpp | ||
sdl_window.h | ||
shadps4.qrc | ||
shadps4.rc |