Slowish load to graphical corruption, then hang at const auto& it = map_.find(address); in
[External Code]
> xenia.exe!xe::cpu::EntryTable::GetOrCreate(unsigned int address, xe::cpu::Entry_t * * out_entry) Line 46 C++
xenia.exe!xe::cpu::Processor::ResolveFunction(unsigned int address, xe::cpu::Function * * out_function) Line 199 C++
xenia.exe!xe::cpu::Processor::Execute(xe::cpu::ThreadState * thread_state, unsigned int address) Line 313 C++
xenia.exe!xe::cpu::Processor::Execute(xe::cpu::ThreadState * thread_state, unsigned int address, unsigned __int64 * args, unsigned __int64 arg_count) Line 348 C++
xenia.exe!xe::apu::AudioSystem::WorkerThreadMain() Line 107 C++
xenia.exe!xe::apu::AudioSystem::Setup::__l2::<lambda>() Line 70 C++
[External Code]
xenia.exe!xe::kernel::XHostThread::Execute() Line 769 C++
xenia.exe!xe::kernel::XThreadStartCallbackWin32(void * param) Line 365 C++
[External Code]
Like #83, there is different behaviour depending on whether a controller is connected.
With a controller connected I can get much further, but a crash happens when I get ingame
> xenia.exe!xe::gpu::Shader::GatherExec(const xe::gpu::ucode::instr_cf_exec_t_s * cf) Line 117 C++
Marketplace
Tested on xenia-project/xenia@fc7695f
Issues:
Slowish load to graphical corruption, then hang at
const auto& it = map_.find(address);
inLike #83, there is different behaviour depending on whether a controller is connected. With a controller connected I can get much further, but a crash happens when I get ingame
> xenia.exe!xe::gpu::Shader::GatherExec(const xe::gpu::ucode::instr_cf_exec_t_s * cf) Line 117 C++
Log:
4B4E8830_ingame.zip
Screenshot(s):
Labels:
state-gameplay, gpu-drawing-corrupt