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Add missing check for BRX, do not add a out of bounds block to the queue
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@ -45,6 +45,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
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GetBlock(0);
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GetBlock(0);
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ulong maxAddress = (ulong)code.Length - headerSize;
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while (workQueue.TryDequeue(out Block currBlock))
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while (workQueue.TryDequeue(out Block currBlock))
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{
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{
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// Check if the current block is inside another block.
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// Check if the current block is inside another block.
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@ -65,7 +67,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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// If we have a block after the current one, set the limit address.
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// If we have a block after the current one, set the limit address.
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ulong limitAddress = (ulong)code.Length - headerSize;
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ulong limitAddress = maxAddress;
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if (nBlkIndex != blocks.Count)
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if (nBlkIndex != blocks.Count)
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{
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{
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@ -140,7 +142,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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// Do we have a block after the current one?
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// Do we have a block after the current one?
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if (!IsExit(currBlock.GetLastOp()) && currBlock.BrIndir != null)
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if (!IsExit(currBlock.GetLastOp()) && currBlock.BrIndir != null && currBlock.EndAddress < maxAddress)
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{
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{
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bool targetVisited = visited.ContainsKey(currBlock.EndAddress);
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bool targetVisited = visited.ContainsKey(currBlock.EndAddress);
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