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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-30 12:04:03 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-30 12:04:04 -0400 |
| commit | b8794af274a0b17df9b00d51c5c4c5bd6bef61dd (patch) | |
| tree | 7a09b5639eab90668bc9403f90b6d6c814c529bb /src/common/sparse_large_vector.cpp | |
| parent | f362528c0447c491bfe00c0bdd5d8c245396a24c (diff) | |
vulkan: keep a failing shader's dump from ending the process
When a graphics pipeline's translation throws, its handler walks each
program again to dump it. A program whose flow cannot be analyzed (an
indirect branch Nintendo Switch Sports Resort uses) throws again there,
the exception leaves the handler and the process ends. Contain it, so the
pipeline fails, the error is logged and the title goes on.
Diffstat (limited to 'src/common/sparse_large_vector.cpp')
0 files changed, 0 insertions, 0 deletions
