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* Swap !IsFree() for IsMapped() IsFree only checks if the VMAType == Free. As is, that means ClampRangeSize will include memory that is Reserved or PoolReserved, and neither of those types are GPU mapped. This fixes this bug, may help with some non-GPU memory asserts. * Apply ClampRangeSize to vertex buffers Helps with some cases encountered by UE and Minecraft.