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Avoid OOB memory acceses when trying to read OOB TICs
Some games pass in invalid texture handles (0xffff) when they don't need the texture so return the null texture in this case.
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@ -225,7 +225,8 @@ namespace skyline::gpu::interconnect {
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if (textureHeaderCache.size() != textureHeaders.size()) {
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textureHeaderCache.resize(textureHeaders.size());
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std::fill(textureHeaderCache.begin(), textureHeaderCache.end(), CacheEntry{});
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} else if (auto &cached{textureHeaderCache[index]}; cached.view) {
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} else if (textureHeaders.size() > index && textureHeaderCache[index].view) {
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auto &cached{textureHeaderCache[index]};
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if (cached.executionTag == ctx.executor.executionTag)
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return cached.view;
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@ -235,6 +236,13 @@ namespace skyline::gpu::interconnect {
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}
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}
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if (index >= textureHeaders.size()) {
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if (!nullTextureView)
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nullTextureView = CreateNullTexture(ctx);
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return nullTextureView.get();
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}
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TextureImageControl &textureHeader{textureHeaders[index]};
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auto &texture{textureHeaderStore[textureHeader]};
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