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Support longjump-style faultable code segments #4152

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Sonicadvance1 opened this issue Nov 3, 2024 · 0 comments
Open

Support longjump-style faultable code segments #4152

Sonicadvance1 opened this issue Nov 3, 2024 · 0 comments

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@Sonicadvance1
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This will be necessary for sigill handling in the frontend decoder and /maybe/ can be used for EFAULT handling in the syscall emulation.

Basically longjump, but with signal causing the long jump. I saw some game that would have benefitted from this a while ago, but I don't remember what it was.

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