Commit Graph
3610 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 3f44da709b Clamp sampling of video textures and direct-displayed video to the 480x272 frame
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:22:01 -06:00
Henrik RydgårdandClaude Opus 5.5 242ef0a984 GPU: Track video frames in GPUCommon, so they expire for the blit cost too
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:00:11 -06:00
Ygor Dreyer a422b818b7 Hash full swizzled CLUT4 glyph atlases 2026-09-24 17:10:10 -03:00
sum2012 a8b85eec8b Add ForceEnableGPUReadback compat
To solve gpu readback issue
2026-09-23 22:06:28 +08:00
Henrik RydgårdandClaude Opus 5 4aef060293 Carry "this is video" across block copies
videos_ only learns about the CSC output, so the texture we actually draw is
just an ordinary 512x512 8888 texture whose contents happen to be different
every frame: hash, miss, throw it in the secondary cache, rebuild, forever.

So track the copy. NotifyVideoCopy marks the destination as video when the
source is, and the copy funnels call it: sceDmacMemcpy, sceKernelMemcpy, and
the four replaced memcpy/memmove variants. It sits outside their "is either
side VRAM" gate, since a RAM-to-RAM copy of a frame is still a frame.

Being a video texture also gets it forced linear filtering and keeps it out of
texture upscaling, which is what you want for a video either way.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-22 16:10:28 -06:00
Henrik RydgårdandClaude Opus 5 aa7b1de28c Drop the texture replacer's "video" option
A `video = true` in textures.ini opted a pack into replacing and dumping video
textures. Both halves are a bad deal. Dumping writes a file per decoded frame,
which fills a disk rather than producing anything a pack can use, and replacing
means a hash lookup on content that is different every frame and will never be
found twice.

It was also the only reason the texture cache still hashed video textures at
all, so it cost every game that has ever played a cutscene, not just the packs
that set it.

Video textures are now never replaced and never dumped, and skipHash is simply
isVideo. An existing ini keeping the key is harmless - unknown options are
ignored.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-22 16:10:16 -06:00
Henrik RydgårdandClaude Opus 5 14bfd332dc Stop stacking duplicate video entries, and stop hashing video textures
NotifyWriteFormattedFromMemory appends to videos_ unconditionally. A game
blitting its decoded frame to the display buffer does that every displayed
frame while it waits for the next one to decode, so the same two or three
addresses come back over and over: Death Jr pushes 733 entries where there are
two distinct buffers, Tekken 6 around 53,000 where there are three. IsVideo()
walks that vector linearly on every texture. Refresh the matching entry instead
of appending a new one - Death Jr now holds 2 entries and Tekken 6 holds 18,
peak size 2 and 3.

The other half is the two TODOs that were already sitting there. A video
texture is new every frame by definition, so re-hashing it only confirms what
the VIDEO flag already said, and the secondary cache has nothing to offer a
frame that will never recur. Skip both, and with them the secondary lookup that
would otherwise key off a hash we no longer compute.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-22 16:10:00 -06:00
Henrik RydgårdandClaude Opus 5 f28896e1ed Vertex decoder: JIT morph on arm64
The arm64 vertex JIT had no morph support (the table entries were commented
out), so every morphed format fell back to the step functions. Add the same
morph steps x86 has: texcoords (plain and prescaled), normals, positions and
the four color formats.

Each step sums its frames the way its step function does as compiled: fused
where that's plain C++, which the compiler turns into fused multiply-adds,
and separate multiply and add where it's CrossSIMD. The unit test confirms
they match bit for bit. Morph formats decode about 2.5-3x faster than with
the steps.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 16:51:00 -06:00
Henrik RydgårdandClaude Opus 5 66b59c73a9 Vertex decoder: bring the riscv64 and loongarch64 JITs in line
Enables TestVertexJitMatchesSteps on both. riscv64 now passes all 216000
jitted formats and loongarch64 all 204000, against 28906 on arm64.

riscv64:
- Jit_PosFloat didn't clean NaN or infinity at all, it just copied the
  three words. Clamp to +-FLT_MAX like the x86 JIT does.
- Jit_PosFloatThrough was missing the truncation of Z to an integer.
- The morph helpers started the sum from the first product rather than
  from +0.0, which rounds differently and lets a -0 term through, and
  rounded that first product towards zero where the steps round to
  nearest. The rest of the sum stays fused, since the compiler contracts
  the steps into fused multiply-adds.
- The texcoord prescale and 5551 color morph paths read morph weights
  from tables that GetMorphValueUsage never asked to be filled in, so
  they used whatever an earlier vertex type had left there.
- The non-Zbb bounds update compared the wrong way around, so through
  mode texcoord bounds came out inverted.

loongarch64:
- Jit_PosFloat had a TODO to clean NaN and infinity, and didn't.
- Jit_PosFloatThrough was missing the same Z truncation.
- Jit_WriteMorphColor narrowed with the logical saturating shifts, so a
  negative channel became a huge unsigned value and saturated to 255
  instead of clamping to 0, and it rounded where the steps truncate. It
  also read the packed color back sign-extended, so any alpha above 0x7F
  compared as larger than 0xFF000000 and claimed full alpha.
- The three packed color morph formats are rewritten. The LSX versions
  built each channel with a chain of inserts, shifts and shuffles that
  didn't survive being run; 4444 also broadcast its scale from the mask
  register. They now follow the steps channel by channel. Note the
  accumulator has to be an LSX scratch register - F4-F7 alias V4-V7,
  which hold the skin matrix for the whole vertex.
- The vertex bounds were loaded with a signed halfword load, so the
  0xFFFF they start at became -1 and no texcoord was ever below it.

PrescaleUV now fuses on these two as well - both JITs fuse it, and the
compiler would have contracted the plain expression there anyway.

The test tolerates a small relative difference on decoded floats, scaled
by the morph count since each term rounds once. Every bug above was
orders of magnitude larger than that.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 13:48:56 -06:00
Henrik RydgårdandClaude Opus 5 c58baedd75 Vertex decoder: fix the jit-match test on MSVC
The test didn't compile: VERTS is captured by reference into testFormat, and
MSVC won't use a captured constexpr as an array bound. Make it static.

On arm64 it then failed on the UV prescale steps, by one ULP. The arm64 JIT and
the NEON handwritten decoders fuse the multiply-add, and the steps only match
that when the compiler contracts a * b + c - which clang does and MSVC doesn't,
in Debug or Release. Spell out which one happens instead of relying on it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 12:13:09 -06:00
Henrik RydgårdandClaude Opus 5 a1ed24ae2d Vertex decoder: fix the handwritten decoders, and test them too
The two handwritten SIMD decoders are used with or without the JIT, and had
drifted from the step functions:
- The God of War one ignored g_DoubleTextureCoordinates, giving HD Remaster
  games the wrong UVs, and passed NaN and infinite positions through. Those
  now come out finite like everywhere else.
- The GTA one expanded 5551 colors wrongly on NEON (a left shift where the
  SSE version shifts right).
- On ARM64, both now fuse the UV scale and offset, like the JIT and the steps
  as the compiler builds them.

Both are back in the unit test, which now also feeds NaN and infinity to plain
float positions and checks they come out finite, and runs only on x86-64 and
arm64 for now.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 11:29:40 -06:00
Henrik RydgårdandClaude Opus 5 63a6c11214 Vertex decoder: make the JIT match the step functions
Add a unit test that decodes every vertex format through both the step
functions and the JIT and requires identical output, side effects included.
Only skinning may differ by rounding, since arm64 accumulates the bone
matrices with fused multiply-adds.

What it found, and fixed:
- x86 morph colors rounded to nearest where the steps truncate, and applied
  the scale before the weight, which rounds differently.
- x86 through-mode u16 UV bounds compared signed, so texcoords above 32767
  scrambled the bounds for everyone running the x86 JIT.
- x86 morph sums could produce -0 where the steps produce +0.
- Step_NormalS16Morph scaled by 1/32768 twice, giving near-zero normals.
- Step_PosFloatThrough lost the truncation of Z to an integer that the JITs
  and the vertex reader did before it moved into the decoder.
- SetVertexType never reset skinInDecode.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 11:29:40 -06:00
Henrik RydgårdandClaude Opus 5 0b5a8f537e Decide on the vertex decoder JIT with CoreParameter, not the CPU core
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.

Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 10:31:58 -06:00
Henrik RydgårdandClaude Opus 5 19bac4894c Let sceMpeg LLE override the ForceHLEPsmf compat flag
Our psmf and psmfPlayer HLE plays video by calling our sceMpeg HLE, so it has
nothing to talk to when the real mpeg.prx is running. The flag now gives way
when sceMpeg is LLE.

Moved below the force-enable and unavailable masks so it tests what sceMpeg
actually ended up as rather than what was asked for.

Also remove a bad assert.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 15:15:45 -06:00
Acts1631 90f7c6d195 Rely on PNG header dimension bounds
PNG replacement dimensions are validated by PNGHeaderPeek before the

decoded buffer is allocated, so the additional size_t overflow checks are

redundant.
2026-09-07 14:52:06 -04:00
Acts1631 9ad3b821d9 Bound replacement PNG dimensions safely
Reject non-positive or oversized dimensions independently in the PNG

header peeker, matching the existing 8192 pixel decode limit. Use

checked size_t arithmetic before allocating replacement RGBA data so

crafted dimensions cannot overflow the allocation size.
2026-09-05 16:24:24 -04:00
Henrik Rydgård 2de11efe4e TextureCache: stop clamping DXT decoding to bufw either
DecodeDXTBlocks limited its x loop to min(bufw, w), so when w > bufw everything
from bufw to w was simply never written - the destination is sized for w, so
those columns kept whatever the buffer held.

The software sampler doesn't do that. It addresses a block as
(v >> 2) * (texbufw >> 2) + (u >> 2), which for u past bufw runs on into the
next row's blocks, the same way the linear formats run into the next row. So the
two renderers disagreed on the same texture.

Follow the sampler: decode w texels per row and let the block index carry on,
with the range check widened to cover the blocks that reach past the last row's
stride. Shares the SourceExtent helper from the previous commit, counting 4x4
blocks rather than texels.

Rendering-visible where w > bufw for a DXT texture, which is the case that used
to leave stale contents behind.
2026-09-05 11:25:55 -06:00
Henrik Rydgård ca9d76fef3 TextureCache: bound the source by w as well as bufw, instead of clamping w
The non-DXT decode paths read w texels per row from a source whose stride, range
check and unswizzle buffer were all sized from bufw alone. w and bufw are
independent GE registers, so w > bufw is reachable, and the last row then runs
off the end of both the validated guest range and the temp buffer.

The previous commit clamped w down to bufw, which stops the overrun but is the
wrong shape twice over: the game asked for w texels and the destination is sized
for w, so the tail of every row is left holding whatever was in the buffer, and
it silently narrows a texture the hardware would have decoded in full.

Size the checks from both instead. The extent a decode touches is bufw per row
plus however far the last row reaches past its own stride - the same adjustment
TextureReplacer::ComputeHash and the GE recorder already make - so the range
check, the height it falls back to when the range is short, and the unswizzle
buffer are all computed that way now.

Pull the five copies of "resize tmpTexBuf32_, unswizzle into it" into a helper
while we're here, since they all need the same sizing. It zeroes the buffer when
w reaches past bufw, as UnswizzleFromMem only fills the stride and the tail would
otherwise be stale heap.

ComputeTextureHash has the same bufw-only assumption, but it's left alone
deliberately - changing what goes into a texture hash isn't worth the risk here.

DXT is left alone too - it clamps to minw, but there the limit is the block index
within a bufw/4 block row, so its range check already covers what it reads.
2026-09-05 10:26:14 -06:00
Henrik RydgårdandClaude Opus 5 ed5d9813bb TextureCache: fix two host-memory overruns from GE texture state
PrepareBuildTexture's mip scan stopped at the first level with a dimension of 1
*before* running the mip size check for that level, so a level like 1x256 under a
256x256 level 0 was accepted as a valid mip. The backend then sized the level from
the halved level-0 dimensions (128x128) while LoadTextureLevel re-read the real
height (256) from the GE state, writing past the allocation. Do the check first.

That check was also gated on GPU_USE_SAMPLER_LOD_CONTROL, so backends without it
did no mip dimension validation at all - there's no reason for the guard, the
result only feeds badMipSizes, so drop it.

Separately, the non-DXT decode paths read w texels per row from a source whose
stride, range check and unswizzle buffer are all computed from bufw. w and bufw
are independent GE registers, so w > bufw is reachable and read past the end of
both the validated guest range and the temp buffer. Clamp w to bufw in
DecodeTextureLevel, which is what the DXT paths have always done via minw.

Note: ungating the mip check means backends without SAMPLER_LOD_CONTROL can now
set badMipSizes where they previously didn't, which collapses such textures to a
single level. That's the intended behavior, but it is a rendering-visible change
on those backends.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
2026-09-05 10:25:47 -06:00
Henrik Rydgård 89ebb8acc6 GLES: Actually apply anisotropic filtering
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.
2026-09-04 10:41:15 -06:00
Henrik Rydgård 293cf0c78c Revert the logic changes from "Add new TexCache logging channel"
This partially reverts commit ee1314f803.
2026-09-02 15:56:10 -06:00
Henrik Rydgård d4b6965db0 TestBoundingBox: bail out when the indices reach past the scratch space
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.
2026-09-02 18:06:47 +02:00
Henrik Rydgård 506cfb6701 Bound two values that texture packs and shader inis supply
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.
2026-09-02 18:06:47 +02:00
Henrik Rydgård 56bba5f6f5 Merge pull request #22189 from hrydgard/debug-input-rewind-overflows
Fix three more out-of-bounds writes (minor)
2026-08-31 17:53:10 +02:00
Henrik Rydgård 9cb50459d6 Merge pull request #22186 from hrydgard/medium-correctness-fixes
Medium-severity correctness fixes
2026-08-31 16:30:53 +02:00
Henrik Rydgård 1ee9168711 Merge pull request #22184 from hrydgard/fix-adreno-workaround-regression
Fix fragment shader logic error (Adreno stencil driver bug workaround)
2026-08-31 13:30:19 +02:00
Henrik Rydgård 496eddb7fb Merge pull request #22185 from hrydgard/framebuffer-and-null-deref-fixes
Framebuffer and null deref fixes
2026-08-31 13:29:40 +02:00
Henrik Rydgård 7604ae67ff FramebufferManagerCommon: don't deref dstRect.vfb when no dst buffer was found
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.
2026-08-31 13:02:53 +02:00
Henrik Rydgård a99ab6f6f6 TextureReplacer: reject traversal in the override ini name, fix dangling vfs_
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.
2026-08-31 12:58:47 +02:00
Henrik Rydgård 838cf82e04 Fix fragment shader logic error (Adreno stencil driver bug workaround)
This regressed recently. 0eede05f5f / f8b153ba2b
2026-08-31 12:41:18 +02:00
Henrik Rydgård 9b896e0f7d Merge pull request #22173 from hrydgard/range-validation-fixes
Claude code review: Fix a batch of missing or wrong range validation
2026-08-31 12:32:26 +02:00
Henrik Rydgård 98e8ffe7cd Check framebuffer copy sources, and fix two easy crashes
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.
2026-08-31 12:15:50 +02:00
Henrik RydgårdandClaude Opus 5 016f976b1f Fix a batch of missing or wrong range validation
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
2026-08-30 23:05:04 +02:00
Henrik RydgårdandClaude Opus 5 9f4dcf359b Fix three more out-of-bounds writes
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
2026-08-30 22:45:50 +02:00
Henrik RydgårdandClaude Opus 5 7a13881245 DepthRaster: fix host buffer overflows in the depth raster queue
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
2026-08-30 22:33:01 +02:00
Henrik Rydgård 4d26523ba8 Note the Kitten Cannon oversized-texture case
Homebrew "Kitten Cannon" hits the bad-dimensions path with a clearly invalid
512x32768 texture, likely a noise bit in the texture size command.
2026-08-29 11:42:47 +02:00
Henrik Rydgård 46d5fae342 VSH prep: Free up kernel memory by not storing the PPGe atlas in it 2026-08-19 18:45:52 +02:00
Henrik Rydgård 14338534e7 Improve some memory address checking functions 2026-08-19 18:40:01 +02:00
Henrik Rydgård 2096179dce Drive-by code cleanup 2026-08-15 18:31:20 +02:00
Henrik Rydgård c5e4d0d90d Rename the get-memory-pointer functions to make it clear where CPU exceptions can happen. 2026-08-12 14:06:16 +02:00
Henrik Rydgård 4d8a5d74e7 Merge pull request #22086 from hrydgard/read-u32-more
Some fixes to Claude's paranoia, more memory access function cleanup
2026-08-11 23:52:17 +02:00
Henrik Rydgård e062c90bf7 Try to fix the test difference (basically by replicating an old misfeature of headless...) 2026-08-11 22:36:47 +02:00
Henrik Rydgård 5198317e24 Back out some excessive checking in the latest changes. Change TOOD: to TODO: . 2026-08-11 22:27:44 +02:00
Henrik Rydgård 4f8859d0ec Centralize a disassembly utility function between the debuggers 2026-08-11 09:08:52 +02:00
Henrik RydgårdandClaude Sonnet 5 b322b0621c ReplacedTexture: fix stack OOB write from ZIM mip array contract
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
2026-08-09 19:31:02 +02:00
Henrik Rydgård b6e7cb915a Texture cache management: include w and h in more log messages for context 2026-08-09 19:03:08 +02:00
Henrik Rydgård 459f4473af Fix crash in GE debugger
Fixes #22027
2026-08-07 23:49:30 +02:00
Henrik Rydgård 0324c7a912 Windows buildfix 2026-08-05 00:15:56 +02:00
Henrik Rydgård de7989ae56 Add TextureReplacer unit test; make replacer testable standalone
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.
2026-08-03 18:55:33 +02:00
Henrik Rydgård 0049b19fbf Fix OOB in texture replacer mip mixing and non-DXT texture decode
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.
2026-08-01 13:16:22 +02:00