Moving the physical heap up a bit to avoid overwriting 0x0.
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@ -71,7 +71,7 @@ DEFINE_uint64(
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* this.
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*/
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#define XE_MEMORY_PHYSICAL_HEAP_LOW 0x00000000
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#define XE_MEMORY_PHYSICAL_HEAP_LOW 0x00010000
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#define XE_MEMORY_PHYSICAL_HEAP_HIGH 0x20000000
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#define XE_MEMORY_VIRTUAL_HEAP_LOW 0x20000000
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#define XE_MEMORY_VIRTUAL_HEAP_HIGH 0x40000000
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@ -222,7 +222,7 @@ uint32_t xeMmAllocatePhysicalMemoryEx(
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// Round up the region size and alignment to the next page.
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uint32_t adjusted_size = XEROUNDUP(region_size, page_size);
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uint32_t adjusted_alignment = XEROUNDUP(alignment, page_size);;
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uint32_t adjusted_alignment = XEROUNDUP(alignment, page_size);
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// Callers can pick an address to allocate with min_addr_range/max_addr_range
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// and the memory must be allocated there. I haven't seen a game do this,
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