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Correct crash when texture too small loaded in memory tex viewer
Correct current thread PC in the list.
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parent
cba9baaca6
commit
6339c2fc9a
2 changed files with 6 additions and 1 deletions
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@ -2805,7 +2805,10 @@ std::vector<DebugThreadInfo> GetThreadsInfo()
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info.name[KERNELOBJECT_MAX_NAME_LENGTH+1] = 0;
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info.status = t->nt.status;
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info.entrypoint = t->nt.entrypoint;
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info.curPC = t->context.pc;
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if(*iter == currentThread)
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info.curPC = currentMIPS->pc;
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else
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info.curPC = t->context.pc;
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info.isCurrent = (*iter == currentThread);
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threadList.push_back(info);
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}
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@ -70,8 +70,10 @@ void Debugger_MemoryTex::on_readBtn_clicked()
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state.clutaddr = ui->clutaddr->text().toInt(0,16);
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state.clutaddrupper = ui->clutaddrupper->text().toInt(0,16);
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state.loadclut = ui->loadclut->text().toInt(0,16);
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int bufW = state.texbufwidth[0] & 0x3ff;
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int w = 1 << (state.texsize[0] & 0xf);
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int h = 1 << ((state.texsize[0]>>8) & 0xf);
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w = std::max(bufW,w);
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uchar* newData = new uchar[w*h*4];
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if(gpu->DecodeTexture(newData, state))
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