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AnyPS5's libc heap registered every block with GPU access, so every address-based build imported or mirrored each malloc block the title had made. The console's libc.prx maps its heap with protection 3 (CPU read and write, no GPU bits), so the GPU never sees it there either. Heap blocks are now registered without GPU access; reallocating keeps the block's access. The AvPlayer fallback for a title that passes no texture allocator stands in for that allocator, which hands out memory the GPU reads, so it allocates through a new GuestHeapAlignForGpu. Co-Authored-By: Claude Opus 5.5 <[email protected]>