Commit Graph
18 Commits
Author SHA1 Message Date
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 8ed898c5e6 GPU: Constify VertexDecoder pointers, remove in some cases 2025-05-14 15:13:59 +02:00
Henrik Rydgård 206d4d1fea Implement the low-quality depth raster mode, default to it on Android/iOS.
I really can't tell much of a difference in practice...
2024-12-31 11:19:38 +01:00
Henrik Rydgård d325bb872b Prepare for tiled depth raster 2024-12-29 10:05:32 +01:00
Henrik Rydgård 6d539cc5e0 More fixes 2024-12-28 23:50:42 +01:00
Henrik Rydgård aec17d8829 Actually queue up depth draws 2024-12-28 23:21:54 +01:00
Henrik Rydgård 4ef3ac474a Just minor cleanup and prep in depth raster 2024-12-28 23:16:59 +01:00
Henrik Rydgård 1e8eb88bf0 Unify the ends of the two depth draw paths 2024-12-28 19:22:23 +01:00
Henrik Rydgård 6136c7f5ef More reorg 2024-12-28 18:51:37 +01:00
Henrik Rydgård 66926e28c1 Simplify / fix through mode triangles 2024-12-28 18:51:37 +01:00
Henrik Rydgård 3c3dfe5273 Reorganize depth raster draw state handling 2024-12-28 18:51:34 +01:00
Henrik Rydgård 19434ff303 Keep the depth in floating point to save some conversions 2024-12-22 10:32:19 +01:00
Henrik Rydgård 2371fdfedd Rework depth raster to fully support software transform 2024-12-21 21:22:22 +01:00
Henrik Rydgård a344d0225f DepthRaster: Fix bug where we used the wrong vertex count. 2024-12-21 14:28:00 +01:00
Henrik Rydgård 67078d439b Depth raster: Switch to a SoA data layout for the screen space verts 2024-12-21 14:28:00 +01:00
Henrik Rydgård bdf4b69207 Warning fixes, minor cleanup 2024-12-21 14:28:00 +01:00
Henrik Rydgård bdb5f3a91b Reorganize the depth vertex pipeline for future optimizations 2024-12-21 14:27:59 +01:00
Henrik Rydgård c5ad81e3d5 Add DepthRaster.cpp/h. Rasterize depth rectangles, some triangles 2024-12-21 14:27:53 +01:00