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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 16:35:21 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 16:57:51 -0400
commitaffa8969acb3f1fe32933a79b7b1e8612e3afd44 (patch)
tree168a8ab0f94331a3f81154faf06c7f4cb94999bb /src/core/debugger/debugger.cpp
parentca524c9aa883abc4d1c5aeb8aa4d2f9eb0b4225c (diff)
nx2: ignore syncpoint signals past the syncpoint table
The 3D engine's sync method and the puller's fence action take a syncpoint id from the command list and signal it, but the syncpoint manager has 192 syncpoints and does not check the index. Command words read wrong (Splatoon Raiders on Linux runs 3D engine commands as puller methods 0x10-0x3F just before) made Maxwell3D signal a syncpoint past the table: SyncpointManager::Increment walked memory after its action lists as a list and crashed on a null link (SIGSEGV reading 0x10). Builds 49 and 50 both crashed this way under WSL. FenceManager now drops such signals with an error, for every engine that signals.
Diffstat (limited to 'src/core/debugger/debugger.cpp')
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