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	VideoCore: Fix dangling lambda context in shader interpreter
The static meant that after the first execution, these lambda context would be pointing to a random location on the stack. Fixes a random crash when using the interpreter.
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		|  | @ -77,7 +77,7 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned | |||
|         const Instruction instr = { program_code[program_counter] }; | ||||
|         const SwizzlePattern swizzle = { swizzle_data[instr.common.operand_desc_id] }; | ||||
| 
 | ||||
|         static auto call = [&program_counter, &call_stack](UnitState<Debug>& state, u32 offset, u32 num_instructions, | ||||
|         auto call = [&program_counter, &call_stack](UnitState<Debug>& state, u32 offset, u32 num_instructions, | ||||
|                               u32 return_offset, u8 repeat_count, u8 loop_increment) { | ||||
|             program_counter = offset - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
 | ||||
|             ASSERT(call_stack.size() < call_stack.capacity()); | ||||
|  |  | |||
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