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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 12:04:03 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 12:04:04 -0400
commitb8794af274a0b17df9b00d51c5c4c5bd6bef61dd (patch)
tree7a09b5639eab90668bc9403f90b6d6c814c529bb /src/common/sparse_large_vector.cpp
parentf362528c0447c491bfe00c0bdd5d8c245396a24c (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