Scissor the stencil readback to the region actually being read back - latent,
every caller passes a zero origin today.
Remove a DecodeVerts call that can never do anything: both branches above it
have already advanced decodeVertsCounter_ to numDrawVerts_. Worse than useless,
since in the non-skinning branch the vertices went to the push buffer, so
decoded_ doesn't hold them.
The out-of-memory bail-out added in the previous commit returned before the
status flag was set, leaving a GL_TEXTURE_3D object bound while ApplyTexture
told the shader generator it was a 2D texture. The entry stays cached, so it
would repeat every frame, not just the one that failed to allocate.
TextureCacheGLES passed a hardcoded 0.0f instead of key.aniso, so the
Anisotropic Filtering setting did nothing at all on the OpenGL backend, even
though GPU_USE_ANISOTROPY was advertised and D3D11/Vulkan both honor it. Looks
like it was left behind by the 2017 render manager refactor.
The queue runner now clamps to the device maximum it already queried into
maxAnisotropyLevel_ (until now unused), and only touches the parameter when the
extension is actually supported - the anisotropy branch there has been dead
since every caller passed 0.0f, so this is the first time it runs.
0.0f keeps its meaning of "don't care" for the CLUT/fragment-test/thin3d
callers; the texture cache now passes 1.0f when the setting is off, so turning
it off takes effect on already-uploaded textures instead of only new ones.
TexCache: Never use anisotropic filtering for CLUT8-indexed textures
What gets sampled for those is palette indices, depalettized by the shader
afterwards - averaging indices across an anisotropic footprint produces garbage
colors. Affects all backends, not just the GL one that just started honoring
key.aniso.
TexCache: Clear key.aniso wherever filtering is forced to nearest
It was only cleared in the two places inside the AUTO_MAX_QUALITY branch, so the
TEX_FILTER_AUTO path (pixel-mapped textures, the ugly color test heuristic), the
FORCE_NEAREST setting and the replacement-texture override could all end up
requesting nearest filtering with anisotropy still on.
Doing it in the switch that applies forceFiltering covers every path, so it
can't drift apart again.
GLES: Only record the applied anisotropy, and log skipped draws
The queue runner updated tex->anisotropy even when it skipped the call because
the value was 0.0f ("don't care") - harmless while nothing ever set anisotropy,
but now it would make the tracked state disagree with GL, so a later request for
the value it thinks is set would be wrongly skipped.
Also log when a draw is skipped for a missing vertex shader. The failure is
cached per shader ID, so without it geometry silently disappears for the rest of
the session after the one-shot OSD message.
The cache loader indexed &vec[0] on vectors that can legitimately be empty (a
header-sized file with zero counts passes both sanity checks), and the counts
are signed ints where only the upper bound was checked - a negative count would
reach resize() as a huge size_t.
The 3D texture branch had the out-of-memory assert but not the bail-out the 2D
branch has, so an ignored assert fell straight into memset(nullptr).
ApplyVertexShader can return null - if the requested shader fails to compile it
retries with a software transform ID, and if that fails too it returns (and
caches) null. We then called UseHWTransform() on it.
ApplyFragmentShader can likewise return null, and the hardware path ignored it,
unlike the software path. Without a linked shader nothing binds a program for
this render pass, so the draw would have gone through with whatever program a
previous pass left bound.
53aa2cc596 changed the first argument from "true" to stencilState_.writeMask,
but that slot is "bool enabled" - the writeMask argument stayed hardcoded to
0xFF, so the mask still never reached GL. The clear-mode call just above gets
the slots right.
Reachable because SoftwareTransformCommon refuses the fast clear path when the
stencil write mask is partial, so exactly those clears end up here.
Nothing has generated or used a geometry shader since the GS paths were removed
- GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had
no callers at all. Removes ShaderStage::Geometry and everything hanging off it:
the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all
three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline
and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused
PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's
UsesGeometryShader().
Also stop enabling the Vulkan geometryShader device feature, since we no longer
have any use for it.
Kept on purpose: the device feature is still listed in the feature dumps (like
other capabilities we don't use), and the Vulkan shader cache header keeps its
now-always-zero geometry shader count so the on-disk format stays compatible.
corners and verts are carved out of decoded_ at fixed offsets 6*65536 bytes apart,
and NormalizeVertices fills corners with indexUpperBound - indexLowerBound + 1
SimpleVertex. The vertexCount > 1024 guard doesn't bound that: the index values come
from the game, so 1024 indices can span the full 16-bit range and run corners into
verts, making the cull decision from overwritten data. Bail on an index over 1024
and report visible - a bbox test that large isn't worth doing anyway.
A hashrange of 'addr,w,h = 0,0' passed validation (0 isn't bigger than the source),
became desc_.newW/newH, and ReplacedTexture::Prepare divides by them. A post-shader
SSAA level multiplies the render resolution with no upper bound, while the
texture-shader Scale sitting a few lines away is checked against 2..8.
A failed FindTransferFramebuffer leaves dstRect zero-initialized, and RASTER_COLOR is
0, so the channel check passes and vfb is read through a null pointer. Only reachable
for a depth-source transfer to an address with no matching framebuffer.
Check dstBuffer first, like every other use of dstRect.vfb below.
The per-game override filename from [games] went straight to LoadFromVFS with no
check, while the [hashes] filenames and ReplacedTexture::Prepare both run theirs
through HasParentDirComponent. For a directory-backed pack DirectoryReader resolves
it against the pack directory, so '../../..' reads anything on disk - and texture
packs are third-party downloads. Check it the same way. (Zip-backed packs weren't
affected.)
Turning replacement off mid-session did 'delete vfs_; vfs_ = nullptr;' without
updating the cached ReplacedTextures that hold the same pointer - LoadIni has a fixup
loop for exactly this when it swaps the VFS, and the disable path needed one too.
Decimate(ALL) right after doesn't help: it only frees their data, it doesn't erase
the entries. A texture still PENDING (or one whose try_lock in Decimate failed) then
used the freed VFS from a worker thread, or from ~ReplacedTexture's ReleaseFile.
Clear the back-pointers, and make the destructor and Prepare() tolerate a null one.
The three framebuffer upload paths took Memory::GetPointerUnchecked() on a
GE-supplied source address and then read height rows of it, without ever checking
that span was mapped. Only the destination was validated (and DoBlockTransfer's own
memcpy is carefully guarded, so the intent was clearly there). A copy whose source
starts near the end of RAM walks straight off the end of the view. Clamp the row
count to what's actually mapped, and warn when we do.
GhidraClient dereferenced getArray()->value for both "symbols" and "types" without a
null check, and the getTag() test underneath could never catch it - getArray() has
already filtered by tag, so it returns either a JSON_ARRAY node or nullptr. Any
HTTP 200 that parses as JSON but isn't the shape we expect - {}, a bare array, an
incompatible ghidra-rest-api, or the host/port pointed at some other JSON service -
crashed the worker thread. FetchTypes() runs first, so that's the one you'd hit.
RiscV and LoongArch CPU detection divided TotalLogicalCount() by ProcessorCount()
before checking it. ProcessorCount() returns 0 whenever /proc/cpuinfo can't be read
or doesn't parse, which is SIGFPE during static init of the cpu_info global - before
anything could handle it. The existing <= 0 guard sat after the division.
314 pspautotests pass; frametests show the same 3 pre-existing failures as master.
Memory::IsValidAddress and friends tested the extended-RAM range with
(address & 0x3F000000), i.e. at 16MB granularity, so they accepted the whole 16MB
block containing the end of RAM. That's harmless at 32MB and 64MB, but the Sora no
Kiseki SC/3rd HD remasters run with 0x04C00000, so addresses from 0x0CC00000 to
0x0CFFFFFF read as valid, and MaxSizeAtAddress then underflowed to ~4GB there -
which defeats ClampValidSizeAt and IsValidRange entirely for that window. Mask
with 0x3FFFFFFF instead, in all five helpers and the copies in MemMapFunctions.cpp.
IsValidTextureAddress's extended-RAM branch repeated the first branch's whole mask
rather than just its alignment bits, so it was dead code and extended RAM was never
accepted as a texture source.
ComputeTextureHash checked IsValidAddress(addr + sizeInRAM), i.e. only the end
address, which can land in a different valid region than the start - a VRAM texture
with a large enough computed size ends exactly at the base of RAM and "passes"
while reading far past the 8MB VRAM view. Use IsValidRange.
TextureReplacer::ComputeHash's strided path had no range check at all, unlike the
contiguous path right above it. Also clamp the pack-supplied reduce-hash factor to
1.0 - it's a reduction, and the ini parser only rejects exactly 0.
ZipExtractFileToMemory read an uninitialized zip_stat when zip_stat_index failed
(it ignored the return value) and sized a host allocation directly from the zip's
declared uncompressed size. Reached just by opening an archive.
Memory::Reinit ignored Init()'s return value, and DoState fed it a memory size
taken straight from the savestate. A bogus size made the map fail to allocate and
left base null, after which DoMemoryVoid wrote RAM through it. Validate the size,
propagate the failure, and roll back to the previous size if reinit fails.
314 pspautotests pass, all unit tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
GetCurrentDrawAsDebugVertices (GE debugger vertex preview) sized its index scratch
buffer at a fixed 65536 and then ran both expanding steps into it: index generation
turns strips/fans into up to 3 indices per input index, and RunSoftwareTransform can
then expand points/lines/rects into 6 more each. A 30000-vertex triangle strip wrote
~90000 entries. Size the buffer from the count instead.
The Expand{Rectangles,Lines,Points} capacity checks were also off: they compared the
expansion against indsSize but write the expanded indices at inds + vertexCount, so
the input count has to be part of the sum.
ControlMapper::Axis wrote rawAxisValue_[axis.axisId] with no bounds check, one line
below an explicit check on axis.deviceId. axisId comes straight from the device -
Android reports AXIS_GENERIC_13..16 as 44..47, against a 44-entry array - so it wrote
into the neighbouring deviceTimestamps_. NativeAxis had the same unchecked write into
HLEPlugins::PluginDataAxis, where it goes out of the object entirely.
Rewind's LockedDecompress computed its copy-from-base block size as
base.size() - result.size() in size_t and truncated to int, so it went negative once
the output grew past the base, and insert() then ran with last < first. That happens
because a state can outlive the base it was compressed against: there are 20 states
but only 2 bases, rotated every 16 saves. Track a generation per base and refuse to
decode a state whose base is gone, and bound the block size against the base itself.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
CalculateDepthDraw guarded depthVertexCount_ with vertexCount, which is the
index count - but depthVertexCount_ grows by the number of decoded vertices,
which for an indexed draw can be far larger. Two draws with 6 indices spanning
40000 vertices each therefore passed the check and wrote ~700KB past the end of
depthTransformed_. It also never bounded depthIndexCount_ against depthIndices_
at all, which only has room for 3 indices per vertex slot while draws routinely
produce more. Pass the decoded count in separately and check both.
DepthRasterClipIndexedTriangles duplicated culling-disabled triangles twice: once
in the collect loop (added for Syphon Filter, #21498) and again in the output
stage, which was the older code and should have been removed then. So it emitted
four triangles per input triangle into buffers sized for one, and did twice the
rasterization work it needed to in that mode. Removed the output-stage copy, and
gave the function the output capacity so it stops when full - even at 2x, a
culling-disabled draw over ~32k indices doesn't fit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
LoadZIMPtr() writes width[]/height[]/image[] as arrays (one entry per
mip level, up to ZIM_MAX_MIP_LEVELS) whenever the file has
ZIM_HAS_MIPS set, per its documented contract - but this caller passed
plain scalar locals. A texture-replacement .zim file with that flag
set caused multiple out-of-bounds stack writes. Now passes properly
sized arrays and only uses level 0, matching the existing "we don't
support ZIM mips yet" behavior. Also fixes a pre-existing leak of
image[0] on the "changed since header read" error path.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L4QAoxV2KY7ek4PcZw3WvY
Add unittest/TestTextureReplacer which creates a fictive texture pack
(textures.ini with readable invented hashes plus real PNG files), loads
it via the replacer, and verifies lookups, filtering, hashranges, mip
levels, and missing/ignored entries.
To make the replacer runnable outside the emulator:
- The constructor now accepts a null DrawContext (formats just default
to unsupported).
- FindReplacement/FindFiltering use the replaceEnabled_ member instead
of the global config.
- Added TextureReplacer::LoadPackForTesting() to load an ini from a
path directly.
Vuln 17: ReplacedTexture::LoadLevelData let a KTX2/DDS file at a higher
mip level resize the shared data_ vector to its own (attacker-controlled)
mip count, so data_[mipLevel + i] indexed out of bounds and the KTX2
branch resized a different element than it wrote to. Disallow mixing
image formats across mip levels, cap the container mip count, and resize
the same element that is used as the transcode destination.
Vuln 18: DecodeTextureLevel only validated the start address for
non-DXT textures, so guest-controlled w/h/bufw could drive reads past
mapped RAM. Validate the needed range like the DXT path does and clamp
the height; ReadIndexedTex now takes the clamped w/h.
Texture pack filenames/aliases from textures.ini were used to build read
and write paths with no '..' check, letting a malicious pack read or
write files outside the pack directory.
- LoadIniValues rejects entries with a parent dir component via
HasParentDirComponent.
- ReplacedTexture::Prepare skips such filenames as defense in depth.
- PSPLoaders savestate migration now uses the shared HasPathTraversal
helper instead of inline separator checks.