Commit Graph
248 Commits
Author SHA1 Message Date
499cdd55ad Validate untrusted IDs before using them as directory names
Texture pack installs took the destination directory from the archive's
textures.ini, and PKG update installs from the PBOOT's DISC_ID, both
unchecked, so a crafted archive or package could write outside
PSP/TEXTURES or PSP/GAME. Add IsSafePathComponent() to PathUtil and check
both, replacing the WebServer's own upload filename check with it too.

DISC_ID from any PARAM.SFO also names configs, cheats, textures, exdata
and savestates, so ReadSFO now drops one that isn't a safe name and the
game gets a fake ID like homebrew. The same goes for a frame dump's ID.

Combines #22419 and #22420 by Acts1631.

Co-Authored-By: Acts1631 <acts1631kjv@proton.me>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 13:39:06 -06:00
Henrik RydgårdandClaude Opus 5.5 ab57dca598 GE dump playback: Restore the base after wrapping the list
The jump back to the start of the list buffer sets BASE to the buffer's,
but vertex and index addresses already queued for the next draw were made
for the previous one, so they pointed 16 MB away. Tiger Woods (ULUS10420)
read a skinned draw's indices as zeros and lost it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 80a03ead6a GE dump playback: Copy recorded buffers around what the replay drew
The software renderer has the real contents of what a replay drew, and a
recorded framebuffer texture can be stale or run over other buffers at its
recorded size. So a copy leaves out the areas the replay's draws could reach
(region and scissor, or the vertex bounds of a 2D draw), instead of skipping
it only when it starts at a drawn buffer:
- Princess Maker 5 textures from the right half of its 1024 wide
  framebuffer, and the copy blanked the whole frame.
- Rainbow Six (ULUS10206) copies its 512x512 frame texture, which covers its
  display buffer, before each strip it draws into that buffer.
- Burnout keeps a texture beside its frame in columns 480-511, which still
  comes through.
- Depth writes count as whole rows in 8-row bands, since the PSP stores
  depth swizzled (SOCOM UCUS98649's frame texture copy ran into its depth
  buffer's columns 480-511).
Copies also stop at the end of VRAM, and flush the software renderer's
queued draws before writing.

Memsets were also never applied with the software renderer, which leaves
them to the caller.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 b49fb11261 GE dump playback: Don't overwrite a buffer the replay drew to
With the software renderer, a FRAMEBUF texture snapshot of a framebuffer
this replay already rendered to is skipped: the dump's copy can be stale
(recorded on a hardware backend that never read it back), and it wiped the
frame in a GTA LCS dump (issue 18467's dump now matches the PSP exactly).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 2c5ff39238 Headless: Add --screenshot-render-target
Lets a dump replay stopped with --replay-end be compared against the PSP on
an offscreen buffer. The framebuffer commands after the draw limit are
dropped too, so it shows the buffer the last drawn primitive went to.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00
Henrik RydgårdandClaude Opus 5.5 ce22404534 GPU record: Keep every blob in a dump 4-byte aligned
Blobs were appended back to back, so anything after an odd-sized one (vertex
data, often) started misaligned, and the PSP replayer crashed reading such a
register block as words (Burnout Dominator). Pad every append to 4 bytes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00
Henrik RydgårdandClaude Opus 5.5 3c450eed4b Headless: Add --depth-save and --replay-end for frame dump comparisons
--depth-save writes the depth buffer next to the screenshot (u32 width, u32
height, then u16 depths), and --replay-end stops a frame dump replay after
that many primitives. Both match pspautotests' ppdmp-playback, so a dump's
depth can be compared with the PSP's at any point in the frame.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00
Henrik RydgårdandClaude Opus 5.5 7e553b0732 GE debugger: Lock when adding command breakpoints
Debuggers add them from their own threads, racing ClearTempBreakpoints
on the emu thread.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 13:17:00 -06:00
Henrik RydgårdandClaude Opus 5.5 71210f3fa2 GE recorder: Don't let a second request hijack a recording
RecordNextFrame now refuses while a recording is active and during frame
dump playback (which asserted on the next replay). The callback handoff to
the CPU thread is locked, and a failed file open no longer crashes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik RydgårdandClaude Opus 5.5 24017a1ba4 GE debugger: Fix the stepping request handshake
- Wait on actionComplete instead of a bare condition variable wait, which
  could miss the wakeup and hang until resume.
- Serialize requesters, so two debuggers can't overwrite each other's
  action, and make SetCmdValue/FlushDrawing wait too.
- Give up and withdraw the request when stepping ends, instead of waiting
  forever (this deadlocked game shutdown against the Win32 GE debugger).
- Run requests during CPU stepping, which already accepted them.
- Clear the stepping state on Core_Resume from GE stepping and on
  GPU_Shutdown.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:49:10 -06:00
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 e9a3449ede More MIPSState * plumbing (manual) 2026-08-12 14:02:19 +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 a44c2c0bde Replace System_SendDebugOutput with a registered callback
I normally try to avoid registrations when not needed, but in this case
only headless uses this, so it's motivated.
2026-08-11 22:36:47 +02:00
Henrik Rydgård 0596ee97f6 More memory access cleanup 2026-08-11 20:14:01 +02:00
Henrik Rydgård 2be4d995f2 More Read_U32 cleanup 2026-08-10 11:23:23 +02:00
Henrik Rydgård 3fd9b42f95 Fix playback of framedumps for headless 2026-07-18 19:09:46 +02:00
Henrik Rydgård 3e393d99e1 GeDebugger: Add some sanity checks in the vertex preview to avoid crashes 2026-07-14 14:15:32 +02:00
Henrik Rydgård 1b2f87bf1a Rename GPUgstate to GEState 2026-07-02 20:34:09 +02:00
Henrik Rydgård 5c340ccd09 Remove the concept of scaled/offset depth buffers. 2026-06-10 10:41:30 +02:00
Henrik Rydgård a7f62d763a Make the MaxZ test a bit more lenient to fix Taiko no Tatsujin. Debugger improvement
Fixes #21797
2026-06-07 13:47:42 +02:00
Henrik Rydgård d0f4e5c2d1 Visualize bounding boxes in ImGe debugger by drawing their corners 2026-06-03 13:46:30 +02:00
Henrik Rydgård 79328a99b3 Vertex preview works again in both debuggers. 2026-06-02 15:40:37 +02:00
Henrik Rydgård c46774c923 Fix the ImGe debugger vertex list 2026-06-02 14:53:37 +02:00
Henrik Rydgård bb573e6e0c Well, it builds, but doesn't work yet. 2026-06-02 12:33:53 +02:00
Henrik Rydgård a317890c08 Remove the GPUDebugInterface class
Just a pointless extra layer in the class hiearchy, making it
unnecessarily hard to modify the interface.

Might as well hit GPUCommon directly.
2026-06-02 11:15:08 +02:00
Henrik Rydgård f0d715feaa During culling, evaluate minZ,maxZ,minW,maxW, and use them to cull some things. Also, assorted vshader work. 2026-05-30 19:07:58 +02:00
Henrik Rydgård f60e27a9b7 Just some refactoring of the GPUStatistics struct, and more use of StringWriter 2026-05-29 14:40:31 +02:00
Herman Semenoff 400d136f51 GPU: modernize use C++17 constexpr for precalculate compilation 2026-05-19 21:57:45 +03:00
Henrik Rydgård 5f7a937466 Rename ValidSize to ClampValidSizeAt 2025-12-30 20:31:07 +01:00
Henrik Rydgård cdc3a19284 Fix exiting from framedump playback while paused inside a display list
Fixes #20304
2025-04-30 15:53:55 +02:00
Henrik Rydgård c7f258f0ff Add a check to avoid #19261
Fixes #19261
2025-04-15 11:34:27 +02:00
Henrik Rydgård 4d215b1f54 Cleaner exit from when stepping through a frame dump 2025-04-07 16:34:17 +02:00
Henrik Rydgård 605daf879b Minor cleanup. Fix file handle leak when opening zip files from the main screen. 2025-04-07 15:42:51 +02:00
Henrik Rydgård 088a02bfdb Cleanup a lot of the bootup state management. 2025-03-30 14:02:29 +02:00
Henrik Rydgård cb1df4056c Remove almost-empty files ThreadPools.cpp/h 2025-03-20 17:21:20 +01:00
Henrik Rydgård 2cc631338b Correctly unload GE framedumps. Additionally, look up the title when possible and show in titlebar. 2025-03-06 14:58:33 +01:00
Henrik Rydgård 3ab625a0fa Windows: Lock when updating the window title 2025-03-06 14:24:40 +01:00
Henrik Rydgård ec16aa64d0 Merge pull request #20072 from hrydgard/debugger-threading-improvements
UI threading improvements
2025-03-03 15:19:43 +01:00
Henrik Rydgård 95cf9c2e28 Just some constification 2025-03-03 13:59:42 +01:00
Henrik Rydgård d3a0159da6 Remove memlocking in debug vertex string formatting 2025-03-03 11:57:48 +01:00
Henrik Rydgård 85c015efb8 Remove redundant shutdown callback 2025-02-13 15:13:25 -06:00
Henrik Rydgård ee297e974d Move more code into SoftwareTransformCommon, cleanup 2024-12-18 13:57:26 +01:00
Henrik Rydgård 0af8c558a0 Fix the prim counting to act as before 2024-12-17 12:02:24 +01:00
Henrik Rydgård db13c09c41 Add break-on-count (with rudimentary UI), break on block transfer 2024-12-17 11:24:07 +01:00
Henrik Rydgård e567a58684 Remove StdioListener 2024-12-16 12:33:58 +01:00
Henrik Rydgård dda3ddf6b0 Simplifications 2024-12-15 16:09:42 +01:00
Henrik Rydgård 54d18bb343 Lift some more debugging functionality into GPUCommon 2024-12-15 14:03:05 +01:00
Henrik Rydgård 11dbae3457 Remove the "DispatchFlush" mechanism, not convinced it's a win 2024-12-15 13:42:05 +01:00
Henrik Rydgård 794fa28035 Small simplification 2024-12-15 13:23:34 +01:00