mirror of https://github.com/PCSX2/pcsx2.git
gsdx: increase the allocation of the GS memory
GS memory is only 4MB but rendering is allowed to be 2048x2048 with 32 bits format (so 16MB). Technically the frame/depth buffer can start at the end of the GS memory. Let's not waste too much memory. Fix crash with BASARAX (game draws a 2048x1664 32 bits area)
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@ -83,7 +83,7 @@ GSLocalMemory::psm_t GSLocalMemory::m_psm[64];
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GSLocalMemory::GSLocalMemory()
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GSLocalMemory::GSLocalMemory()
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: m_clut(this)
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: m_clut(this)
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{
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{
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m_vm8 = (uint8*)vmalloc(m_vmsize * 2, false);
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m_vm8 = (uint8*)vmalloc(m_vmsize * 4, false);
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m_vm16 = (uint16*)m_vm8;
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m_vm16 = (uint16*)m_vm8;
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m_vm32 = (uint32*)m_vm8;
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m_vm32 = (uint32*)m_vm8;
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@ -457,7 +457,7 @@ GSLocalMemory::GSLocalMemory()
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GSLocalMemory::~GSLocalMemory()
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GSLocalMemory::~GSLocalMemory()
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{
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{
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vmfree(m_vm8, m_vmsize * 2);
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vmfree(m_vm8, m_vmsize * 4);
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for_each(m_omap.begin(), m_omap.end(), aligned_free_second());
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for_each(m_omap.begin(), m_omap.end(), aligned_free_second());
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for_each(m_pomap.begin(), m_pomap.end(), aligned_free_second());
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for_each(m_pomap.begin(), m_pomap.end(), aligned_free_second());
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