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https://github.com/shadps4-emu/shadPS4.git
synced 2025-01-01 12:46:01 +00:00
Always assign memory_type and offset
The memory_type default is based on fpPS4 behavior. I'm not entirely sure how the offset should be handled, but since the value we use defaults to 0 anyway, that should be better than leaving random data in that area.
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@ -308,6 +308,7 @@ int MemoryManager::VirtualQuery(VAddr addr, int flags,
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const auto& vma = it->second;
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info->start = vma.base;
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info->end = vma.base + vma.size;
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info->offset = vma.phys_base;
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info->protection = static_cast<s32>(vma.prot);
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info->is_flexible.Assign(vma.type == VMAType::Flexible);
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info->is_direct.Assign(vma.type == VMAType::Direct);
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@ -318,8 +319,9 @@ int MemoryManager::VirtualQuery(VAddr addr, int flags,
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if (vma.type == VMAType::Direct) {
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const auto dmem_it = FindDmemArea(vma.phys_base);
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ASSERT(dmem_it != dmem_map.end());
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info->offset = vma.phys_base;
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info->memory_type = dmem_it->second.memory_type;
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} else {
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info->memory_type = ::Libraries::Kernel::SCE_KERNEL_WB_ONION;
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}
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return ORBIS_OK;
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