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Avoid logging nulls in sceKernelIsStack (#2933)
Games would crash if providing nullptr to start or end. Also don't need the :# part when logging pointers, as they're automatically formatted.
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1 changed files with 1 additions and 2 deletions
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@ -291,8 +291,7 @@ int PS4_SYSV_ABI sceKernelGetDirectMemoryType(u64 addr, int* directMemoryTypeOut
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}
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int PS4_SYSV_ABI sceKernelIsStack(void* addr, void** start, void** end) {
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LOG_DEBUG(Kernel_Vmm, "called, addr = {:#x}, start = {:#x}, end = {:#x}", fmt::ptr(addr),
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fmt::ptr(start), fmt::ptr(end));
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LOG_DEBUG(Kernel_Vmm, "called, addr = {}", fmt::ptr(addr));
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auto* memory = Core::Memory::Instance();
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return memory->IsStack(std::bit_cast<VAddr>(addr), start, end);
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}
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