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VideoCore: Fix dangling lambda context in shader interpreter
The static meant that after the first execution, these lambda context would be pointing to a random location on the stack. Fixes a random crash when using the interpreter.
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1 changed files with 1 additions and 1 deletions
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@ -77,7 +77,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
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const Instruction instr = { program_code[program_counter] };
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const Instruction instr = { program_code[program_counter] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] };
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static auto call = [&program_counter, &call_stack](UnitState<Debug>& state, u32 offset, u32 num_instructions,
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auto call = [&program_counter, &call_stack](UnitState<Debug>& state, u32 offset, u32 num_instructions,
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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u32 return_offset, u8 repeat_count, u8 loop_increment) {
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program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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ASSERT(call_stack.size() < call_stack.capacity());
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ASSERT(call_stack.size() < call_stack.capacity());
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