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Add the PS4 functions sceVideoOutSetBufferAttribute and sceVideoOutRegisterBuffers on top of the existing registration. The PS4 call uses the first free attribute set and returns its index. It accepts linear A8R8G8B8_SRGB and A8B8G8R8_SRGB buffers, which map to the PS5 B8G8R8A8 and R8G8B8A8 formats. It throws for tiled buffers, whose PS4 layout differs from the PS5 one. Linear PS4 buffers may be 4 KiB aligned: the OpenOrbis graphics sample places its second 1920x1080 buffer 8,294,400 bytes after the first. PS5 buffers keep the 64 KiB rule. A handle with PS4 buffers writes the PS4 flip status (64 bytes) and vblank status (32 bytes). Writing the 128-byte PS5 flip status into the sample's stack structure overwrote its saved frame pointer.