Files
ppsspp/GPU/Debugger/Playback.cpp
T
Henrik RydgårdandClaude Opus 5.5 ec76a4d56e GE dump playback: Refuse sections over 1 GB
A zstd frame doesn't always declare its size, and a small one can expand to
gigabytes, so this is the limit that keeps a crafted dump from exhausting
memory. The largest section in the 1042-dump test set is 82 MB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 10:05:35 +02:00

1553 lines
49 KiB
C++

// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <climits>
#include <cstring>
#include <functional>
#include <mutex>
#include <map>
#include <condition_variable>
#include <vector>
#include <thread>
#include <snappy-c.h>
#include <zstd.h>
#include "Common/Profiler/Profiler.h"
#include "Common/CommonTypes.h"
#include "Common/Log.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/System/Request.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/FileSystems/MetaFileSystem.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/MemMap.h"
#include "Core/MemMapHelpers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/MIPS/MIPSCodeUtils.h"
#include "Core/System.h"
#include "Core/Util/GameDB.h"
#include "Core/Util/PathUtil.h"
#include "GPU/GPUCommon.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Debugger/Playback.h"
#include "GPU/Debugger/Record.h"
#include "GPU/Debugger/RecordFormat.h"
namespace GPURecord {
// Provide the illusion of synchronous execution, although the playback is actually running on a different thread.
enum class OpType {
None,
UpdateStallAddr,
EnqueueList,
ListSync,
ReapplyGfxState,
Done,
};
static const char *OpTypeToString(OpType type) {
switch (type) {
case OpType::None: return "None";
case OpType::UpdateStallAddr: return "UpdateStallAddr";
case OpType::EnqueueList: return "EnqueueList";
case OpType::ListSync: return "ListSync";
case OpType::ReapplyGfxState: return "ReapplyGfxState";
case OpType::Done: return "Done";
default: return "N/A";
}
}
struct Operation {
OpType type;
u32 listID; // also listPC in EnqueueList
u32 param; // stallAddr generally
};
static std::string lastExecFilename;
static uint32_t lastExecVersion;
static std::vector<Command> lastExecCommands;
static std::vector<u8> lastExecPushbuf;
// This thread is restarted every frame (dump execution) for simplicity. TODO: Make persistent?
// Alternatively, get rid of it, but the code is written in a way that makes it difficult (you'll see if you try).
static std::thread replayThread;
static std::mutex opStartLock;
static std::condition_variable g_condOpStartWait;
static std::mutex opFinishLock;
static std::condition_variable opFinishWait;
static Operation g_opToExec;
static u32 g_retVal;
static bool g_opDone = true;
static bool g_cancelled = false;
static int g_drawLimit = 0;
void SetReplayDrawLimit(int lastPrim) {
g_drawLimit = lastPrim;
}
// Runs on operation thread
u32 ExecuteOnMain(Operation opToExec) {
{
std::unique_lock<std::mutex> startLock(opStartLock);
g_opToExec = opToExec;
g_retVal = 0;
g_opDone = false;
g_condOpStartWait.notify_one();
}
// now wait for completion. At that point, noone cares about g_opToExec anymore, and we can safely
// overwrite it next time.
{
std::unique_lock<std::mutex> lock(opFinishLock);
opFinishWait.wait(lock, []() { return g_opDone || g_cancelled; });
}
return g_retVal;
}
// This class maps pushbuffer (dump data) sections to PSP memory.
// Dumps can be larger than available PSP memory, because they include generated data too.
//
// If possible, it maps to dynamically allocated "slabs" so nearby access is fast.
// Otherwise it uses "extra" allocations to manage sections that straddle two slabs.
// Slabs are managed with LRU, extra buffers are round-robin.
class BufMapping {
public:
BufMapping(const std::vector<u8> &pushbuf) : pushbuf_(pushbuf) {
}
// Returns a pointer to contiguous memory for this access, aligned to align bytes, or else 0 (failure).
u32 Map(u32 bufpos, u32 sz, const std::function<void()> &flush, u32 align = 1);
// Clear and reset allocations made.
void Reset() {
slabGeneration_ = 0;
extraOffset_ = 0;
for (int i = 0; i < SLAB_COUNT; ++i) {
slabs_[i].Free();
}
for (int i = 0; i < EXTRA_COUNT; ++i) {
extra_[i].Free();
}
}
protected:
u32 MapSlab(u32 bufpos, const std::function<void()> &flush);
u32 MapExtra(u32 bufpos, u32 sz, const std::function<void()> &flush);
enum {
// These numbers kept low because we only have 24 MB of user memory to map into.
SLAB_SIZE = 1 * 1024 * 1024,
// 10 is the number of texture units + verts + inds.
// In the worst case, we could concurrently need 10 slabs/extras at the same time.
SLAB_COUNT = 10,
EXTRA_COUNT = 10,
};
// The current "generation". Static simply as a convenience for access.
// This increments on every allocation, for a simple LRU.
static int slabGeneration_;
// An aligned large mapping of the pushbuffer in PSP RAM.
struct SlabInfo {
u32 psp_pointer_ = 0;
u32 buf_pointer_ = 0;
int last_used_ = 0;
bool Matches(u32 bufpos) const {
// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
return buf_pointer_ == bufpos && psp_pointer_ != 0;
}
// Automatically marks used for LRU purposes.
u32 Ptr(u32 bufpos) {
last_used_ = slabGeneration_;
return psp_pointer_ + (bufpos - buf_pointer_);
}
int Age() const {
// If not allocated, it's as expired as it's gonna get.
if (psp_pointer_ == 0)
return std::numeric_limits<int>::max();
return slabGeneration_ - last_used_;
}
bool Alloc();
void Free();
bool Setup(u32 bufpos, const std::vector<u8> &pushbuf_);
};
// An adhoc mapping of the pushbuffer (either larger than a slab or straddling slabs.)
// Remember: texture data, verts, etc. must be contiguous.
struct ExtraInfo {
u32 psp_pointer_ = 0;
u32 buf_pointer_ = 0;
u32 size_ = 0;
bool Matches(u32 bufpos, u32 sz) const {
// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
return buf_pointer_ == bufpos && psp_pointer_ != 0 && size_ >= sz;
}
u32 Ptr() const {
return psp_pointer_;
}
bool Alloc(u32 bufpos, u32 sz, const std::vector<u8> &pushbuf_);
void Free();
};
SlabInfo slabs_[SLAB_COUNT]{};
u32 lastSlab_ = 0;
u32 extraOffset_ = 0;
ExtraInfo extra_[EXTRA_COUNT]{};
const std::vector<u8> &pushbuf_;
};
u32 BufMapping::Map(u32 bufpos, u32 sz, const std::function<void()> &flush, u32 align) {
int slab1 = bufpos / SLAB_SIZE;
int slab2 = (bufpos + sz - 1) / SLAB_SIZE;
// Older recorders could reuse data at any offset (a CLUT found one byte into another), but the GE
// ignores the low bits of a CLUT or texture address. The extra mappings are separate, aligned copies.
if ((bufpos & (align - 1)) != 0)
return MapExtra(bufpos, sz, flush);
if (slab1 == slab2) {
// Shortcut in case it's simply the most recent slab.
if (slabs_[lastSlab_].Matches(slab1 * SLAB_SIZE))
return slabs_[lastSlab_].Ptr(bufpos);
// Doesn't straddle, so we can just map to a slab.
return MapSlab(bufpos, flush);
} else {
// We need contiguous, so we'll just allocate separately.
return MapExtra(bufpos, sz, flush);
}
}
u32 BufMapping::MapSlab(u32 bufpos, const std::function<void()> &flush) {
u32 slab_pos = (bufpos / SLAB_SIZE) * SLAB_SIZE;
int best = 0;
for (int i = 0; i < SLAB_COUNT; ++i) {
if (slabs_[i].Matches(slab_pos)) {
return slabs_[i].Ptr(bufpos);
}
if (slabs_[i].Age() > slabs_[best].Age()) {
best = i;
}
}
// Stall before mapping a new slab.
flush();
// Okay, we need to allocate.
if (!slabs_[best].Setup(slab_pos, pushbuf_)) {
return 0;
}
lastSlab_ = best;
return slabs_[best].Ptr(bufpos);
}
u32 BufMapping::MapExtra(u32 bufpos, u32 sz, const std::function<void()> &flush) {
for (int i = 0; i < EXTRA_COUNT; ++i) {
// Might be likely to reuse larger buffers straddling slabs.
if (extra_[i].Matches(bufpos, sz)) {
return extra_[i].Ptr();
}
}
// Stall first, so we don't stomp existing RAM.
flush();
int i = extraOffset_;
extraOffset_ = (extraOffset_ + 1) % EXTRA_COUNT;
if (!extra_[i].Alloc(bufpos, sz, pushbuf_)) {
// Let's try to power on - hopefully none of these are still in use.
for (int i = 0; i < EXTRA_COUNT; ++i) {
extra_[i].Free();
}
if (!extra_[i].Alloc(bufpos, sz, pushbuf_)) {
return 0;
}
}
return extra_[i].Ptr();
}
bool BufMapping::SlabInfo::Alloc() {
u32 sz = SLAB_SIZE;
psp_pointer_ = userMemory.Alloc(sz, false, "Slab");
if (psp_pointer_ == -1) {
psp_pointer_ = 0;
}
return psp_pointer_ != 0;
}
void BufMapping::SlabInfo::Free() {
if (psp_pointer_) {
userMemory.Free(psp_pointer_);
psp_pointer_ = 0;
buf_pointer_ = 0;
last_used_ = 0;
}
}
bool BufMapping::ExtraInfo::Alloc(u32 bufpos, u32 sz, const std::vector<u8> &pushbuf_) {
// Make sure we've freed any previous allocation first.
Free();
u32 allocSize = sz;
psp_pointer_ = userMemory.Alloc(allocSize, false, "Straddle extra");
if (psp_pointer_ == -1) {
psp_pointer_ = 0;
}
if (psp_pointer_ == 0) {
return false;
}
buf_pointer_ = bufpos;
size_ = sz;
Memory::MemcpyUnchecked(psp_pointer_, pushbuf_.data() + bufpos, sz);
return true;
}
void BufMapping::ExtraInfo::Free() {
if (psp_pointer_) {
userMemory.Free(psp_pointer_);
psp_pointer_ = 0;
buf_pointer_ = 0;
}
}
bool BufMapping::SlabInfo::Setup(u32 bufpos, const std::vector<u8> &pushbuf_) {
// If it already has RAM, we're simply taking it over. Slabs come only in one size.
if (psp_pointer_ == 0) {
if (!Alloc()) {
return false;
}
}
buf_pointer_ = bufpos;
u32 sz = std::min((u32)SLAB_SIZE, (u32)pushbuf_.size() - bufpos);
Memory::MemcpyUnchecked(psp_pointer_, pushbuf_.data() + bufpos, sz);
slabGeneration_++;
last_used_ = slabGeneration_;
return true;
}
int BufMapping::slabGeneration_ = 0;
class DumpExecute {
public:
DumpExecute(const std::vector<u8> &pushbuf, const std::vector<Command> &commands, uint32_t version)
: pushbuf_(pushbuf), commands_(commands), mapping_(pushbuf), version_(version) {
MarkNeededTargets();
}
~DumpExecute();
ReplayResult Run();
private:
void SyncStall();
void SubmitListEnd();
void Init(u32 ptr, u32 sz);
void Registers(u32 ptr, u32 sz);
void Vertices(u32 ptr, u32 sz);
void Indices(u32 ptr, u32 sz);
void ClutAddr(u32 ptr, u32 sz);
void Clut(u32 ptr, u32 sz);
void TransferSrc(u32 ptr, u32 sz);
void Memset(u32 ptr, u32 sz);
void MemcpyDest(u32 ptr, u32 sz);
void Memcpy(u32 ptr, u32 sz);
void Texture(int level, u32 ptr, u32 sz);
void Framebuf(int level, u32 ptr, u32 sz, bool needed);
void Display(u32 ptr, u32 sz, bool allowFlip);
void EdramTrans(u32 ptr, u32 sz);
u32 execMemcpyDest = 0;
u32 execClutAddr = 0;
u32 execClutFlags = 0;
u32 execListBuf = 0;
u32 execListPos = 0;
u32 execListID = 0;
const int LIST_BUF_SIZE = 256 * 1024;
std::vector<u32> execListQueue;
u16 lastBufw_[8]{};
u32 lastTex_[8]{};
int prims_ = 0;
u32 lastBase_ = 0;
// The framebuffers drawn to so far by VRAM offset, with the areas the draws could reach, and the
// current one's registers.
struct DrawnRect {
int x1, y1, x2, y2;
bool Contains(int x, int y) const {
return x >= x1 && x <= x2 && y >= y1 && y <= y2;
}
};
struct DrawnTarget {
u32 strideBytes;
u32 bpp;
std::vector<DrawnRect> rects;
};
std::map<u32, DrawnTarget> drawnTargets_;
u32 fbPtr_ = 0;
u32 fbWidth_ = 0;
u32 fbFormat_ = 0;
u32 region2_ = 0;
u32 scissor2_ = 0;
u32 vertType_ = 0;
u32 zbPtr_ = 0;
u32 zbWidth_ = 0;
bool zTest_ = false;
bool zWriteDisable_ = false;
u32 clearMode_ = 0;
// Right after INIT, where a CLUT command is the CLUT the GE had loaded.
bool initialClut_ = false;
// Whether the last DISPLAY showed something (address 0 turns the display off).
bool haveDisplay_ = false;
// The vertices recorded for the next draw.
u32 lastVertsPtr_ = 0;
u32 lastVertsSize_ = 0;
void MarkDrawn(u32 prim);
void CopyAroundDrawn(u32 addr, const u8 *data, u32 size, bool linear);
void MarkNeededTargets();
// By command: the render target snapshots holding data that a later snapshot leaves out as unchanged.
std::vector<bool> neededTargets_;
const std::vector<u8> &pushbuf_;
const std::vector<Command> &commands_;
BufMapping mapping_;
uint32_t version_ = 0;
int resumeIndex_ = -1;
};
void DumpExecute::SyncStall() {
if (execListBuf == 0) {
VERBOSE_LOG(Log::GeDebugger, "SyncStall: No active display list");
return;
}
ExecuteOnMain(Operation{ OpType::UpdateStallAddr, execListID, execListPos });
s64 listTicks = gpu->GetListTicks(execListID);
if (listTicks != -1) {
s64 nowTicks = CoreTiming::GetTicks(currentMIPS);
if (listTicks > nowTicks) {
currentMIPS->downcount -= listTicks - nowTicks;
}
}
// Make sure downcount doesn't overflow. (can this even happen?)
// Also this doesn't do anything in this context, we don't reschedule... or at least
// aren't supposed to.
// CoreTiming::ForceCheck();
}
void DumpExecute::Registers(u32 ptr, u32 sz) {
// Whole commands only, and a block too big for the list buffer goes in pieces.
sz &= ~3;
const u32 maxChunk = LIST_BUF_SIZE / 2;
while (sz > maxChunk) {
Registers(ptr, maxChunk);
ptr += maxChunk;
sz -= maxChunk;
}
initialClut_ = false;
if (execListBuf == 0) {
u32 allocSize = LIST_BUF_SIZE;
execListBuf = userMemory.Alloc(allocSize, true, "List buf");
if (execListBuf == -1) {
execListBuf = 0;
}
if (execListBuf == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for display list");
return;
}
execListPos = execListBuf;
Memory::WriteUnchecked_U32(GE_CMD_NOP << 24, execListPos);
execListPos += 4;
// TODO: Why do we disable interrupts here?
gpu->EnableInterrupts(false);
execListID = ExecuteOnMain(Operation{ OpType::EnqueueList, execListBuf, execListPos });
gpu->EnableInterrupts(true);
}
// Only a crafted dump queues this much between two register blocks.
if (execListQueue.size() * sizeof(u32) + sz + 12 > (size_t)LIST_BUF_SIZE) {
ERROR_LOG(Log::GeDebugger, "Too many queued commands (%d), dropping them", (int)execListQueue.size());
execListQueue.clear();
}
u32 pendingSize = (u32)execListQueue.size() * sizeof(u32);
// Validate space for jump.
u32 allocSize = pendingSize + sz + 8;
if (execListPos + allocSize >= execListBuf + LIST_BUF_SIZE) {
// Finish this list, wait for the GE to run it, and start a new one at the buffer's start. Jumping
// back instead let the next lap overwrite commands the GE hadn't reached yet: Warriors (14660) lost
// half its draws. The PSP replayer does the same. GE state, BASE included, carries over.
Memory::WriteUnchecked_U32(GE_CMD_FINISH << 24, execListPos);
Memory::WriteUnchecked_U32(GE_CMD_END << 24, execListPos + 4);
execListPos += 8;
SyncStall();
ExecuteOnMain(Operation{ OpType::ListSync, execListID });
execListPos = execListBuf;
Memory::WriteUnchecked_U32(GE_CMD_NOP << 24, execListPos);
execListPos += 4;
gpu->EnableInterrupts(false);
execListID = ExecuteOnMain(Operation{ OpType::EnqueueList, execListBuf, execListPos });
gpu->EnableInterrupts(true);
}
Memory::MemcpyUnchecked(execListPos, execListQueue.data(), pendingSize);
execListPos += pendingSize;
u32 writePos = execListPos;
void *srcData = (void *)(pushbuf_.data() + ptr);
Memory::MemcpyUnchecked(execListPos, srcData, sz);
execListPos += sz;
// TODO: Unfortunate. Maybe Texture commands should contain the bufw instead.
// The goal here is to realistically combine prims in dumps. Stalling for the bufw flushes.
u32_le *ops = (u32_le *)Memory::GetPointerUnchecked(writePos);
u32 lastTexHigh[8]{};
for (int i = 0; i < 8; ++i)
lastTexHigh[i] = ((lastTex_[i] & 0xFF000000) >> 8) | ((GE_CMD_TEXBUFWIDTH0 + i) << 24);
for (u32 i = 0; i < sz / 4; ++i) {
u32 cmd = ops[i] >> 24;
if (cmd >= GE_CMD_TEXBUFWIDTH0 && cmd <= GE_CMD_TEXBUFWIDTH7) {
int level = cmd - GE_CMD_TEXBUFWIDTH0;
u16 bufw = ops[i] & 0xFFFF;
// NOP the address part of the command to avoid a flush too.
if (bufw == lastBufw_[level])
ops[i] = GE_CMD_NOP << 24;
else
ops[i] = lastTexHigh[level] | bufw;
lastBufw_[level] = bufw;
}
if (cmd == GE_CMD_FRAMEBUFPTR)
fbPtr_ = ops[i] & 0x00FFFFFF;
if (cmd == GE_CMD_FRAMEBUFWIDTH)
fbWidth_ = ops[i] & 0x00FFFFFF;
if (cmd == GE_CMD_FRAMEBUFPIXFORMAT)
fbFormat_ = ops[i] & 3;
if (cmd == GE_CMD_REGION2)
region2_ = ops[i] & 0x000FFFFF;
if (cmd == GE_CMD_SCISSOR2)
scissor2_ = ops[i] & 0x000FFFFF;
if (cmd == GE_CMD_VERTEXTYPE)
vertType_ = ops[i] & 0x00FFFFFF;
if (cmd == GE_CMD_ZBUFPTR)
zbPtr_ = ops[i] & 0x00FFFFFF;
if (cmd == GE_CMD_ZBUFWIDTH)
zbWidth_ = ops[i] & 0x00FFFFFF;
if (cmd == GE_CMD_ZTESTENABLE)
zTest_ = (ops[i] & 1) != 0;
if (cmd == GE_CMD_ZWRITEDISABLE)
zWriteDisable_ = (ops[i] & 1) != 0;
if (cmd == GE_CMD_CLEARMODE)
clearMode_ = ops[i] & 0xFFFF;
if (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE) {
MarkDrawn(cmd == GE_CMD_PRIM ? ops[i] & 0x00FFFFFF : 0);
prims_++;
if (g_drawLimit > 0 && prims_ > g_drawLimit)
ops[i] = GE_CMD_NOP << 24;
}
// Past the limit, keep the render target too, for --screenshot-render-target.
if (g_drawLimit > 0 && prims_ >= g_drawLimit && (cmd == GE_CMD_FRAMEBUFPTR || cmd == GE_CMD_FRAMEBUFWIDTH || cmd == GE_CMD_FRAMEBUFPIXFORMAT)) {
ops[i] = GE_CMD_NOP << 24;
}
// Since we're here anyway, also NOP out texture addresses.
// This makes Step Tex not hit phantom textures, but we rely on it for lastTex_[].
if (cmd >= GE_CMD_TEXADDR0 && cmd <= GE_CMD_TEXADDR7) {
ops[i] = GE_CMD_NOP << 24;
}
if (cmd == GE_CMD_SIGNAL || cmd == GE_CMD_BASE) {
lastBase_ = 0xFFFFFFFF;
}
}
execListQueue.clear();
}
void DumpExecute::SubmitListEnd() {
if (execListPos == 0 || g_cancelled) {
return;
}
// There's always space for the end, same size as a jump.
Memory::WriteUnchecked_U32(GE_CMD_FINISH << 24, execListPos);
Memory::WriteUnchecked_U32(GE_CMD_END << 24, execListPos + 4);
execListPos += 8;
for (int i = 0; i < 8; ++i)
lastTex_[i] = 0;
lastBase_ = 0xFFFFFFFF;
SyncStall();
ExecuteOnMain(Operation{ OpType::ListSync, execListID });
}
void DumpExecute::Init(u32 ptr, u32 sz) {
// Dumps from before savedContextVersion 1 hold PPSSPP's old context layout, with the matrices as raw
// floats; the new one ends its commands with an END. Restoring an old one as new turned its matrices
// into garbage and the scene disappeared (4140). The PSP replayer tells them apart the same way.
const u32_le *context = (const u32_le *)(pushbuf_.data() + ptr);
bool oldLayout = true;
for (int i = 17; i < 512; ++i) {
if (context[i] == GE_CMD_END << 24) {
oldLayout = false;
break;
}
}
gstate.Restore(context, oldLayout);
ExecuteOnMain(Operation{ OpType::ReapplyGfxState });
fbPtr_ = gstate.fbptr & 0x00FFFFFF;
fbWidth_ = gstate.fbwidth & 0x00FFFFFF;
fbFormat_ = gstate.framebufpixformat & 3;
region2_ = gstate.region2 & 0x000FFFFF;
scissor2_ = gstate.scissor2 & 0x000FFFFF;
vertType_ = gstate.vertType & 0x00FFFFFF;
zbPtr_ = gstate.zbptr & 0x00FFFFFF;
zbWidth_ = gstate.zbwidth & 0x00FFFFFF;
zTest_ = (gstate.zTestEnable & 1) != 0;
zWriteDisable_ = (gstate.zmsk & 1) != 0;
clearMode_ = gstate.clearmode & 0xFFFF;
// Hm, why are we doing this here? Should it be before?
for (int i = 0; i < 8; ++i) {
lastBufw_[i] = 0;
lastTex_[i] = 0;
}
lastBase_ = 0xFFFFFFFF;
initialClut_ = true;
}
// The drawing-space bounds of a through mode draw's vertices, or false if they aren't simple to read
// (indexed, morphed, or not through mode).
static bool ThroughModeBounds(u32 vtype, const u8 *data, u32 size, u32 count, int &x1, int &y1, int &x2, int &y2) {
if ((vtype & GE_VTYPE_THROUGH) == 0 || (vtype & GE_VTYPE_IDX_MASK) != 0 || (vtype & GE_VTYPE_MORPHCOUNT_MASK) != 0 || count == 0)
return false;
// Each component is aligned to its own size, and the vertex to the largest.
static const u8 compSizes[4] = { 0, 1, 2, 4 };
static const u8 colorSizes[8] = { 0, 0, 0, 0, 2, 2, 2, 4 };
u32 offset = 0, align = 1;
auto add = [&](u32 elemSize, u32 n) {
if (elemSize == 0)
return;
offset = (offset + elemSize - 1) & ~(elemSize - 1);
offset += elemSize * n;
align = std::max(align, elemSize);
};
add(compSizes[(vtype & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT], ((vtype & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1);
add(compSizes[(vtype & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT], 2);
add(colorSizes[(vtype & GE_VTYPE_COL_MASK) >> GE_VTYPE_COL_SHIFT], 1);
add(compSizes[(vtype & GE_VTYPE_NRM_MASK) >> GE_VTYPE_NRM_SHIFT], 3);
const u32 posSize = compSizes[(vtype & GE_VTYPE_POS_MASK) >> GE_VTYPE_POS_SHIFT];
if (posSize == 0)
return false;
offset = (offset + posSize - 1) & ~(posSize - 1);
const u32 posOffset = offset;
add(posSize, 3);
const u32 stride = (offset + align - 1) & ~(align - 1);
if (stride * count > size)
return false;
x1 = y1 = INT_MAX;
x2 = y2 = INT_MIN;
for (u32 i = 0; i < count; ++i) {
const u8 *p = data + i * stride + posOffset;
int x, y;
if (posSize == 4) {
float fx, fy;
memcpy(&fx, p, 4);
memcpy(&fy, p + 4, 4);
if (!(fx >= -4096.0f && fx <= 4096.0f && fy >= -4096.0f && fy <= 4096.0f))
return false;
x = (int)fx;
y = (int)fy;
} else if (posSize == 2) {
x = (s16)(p[0] | (p[1] << 8));
y = (s16)(p[2] | (p[3] << 8));
} else {
x = (s8)p[0];
y = (s8)p[1];
}
// Truncation can be a pixel short at either end; the bounds only need to be generous.
x1 = std::min(x1, x - 1);
y1 = std::min(y1, y - 1);
x2 = std::max(x2, x + 1);
y2 = std::max(y2, y + 1);
}
return true;
}
void DumpExecute::MarkDrawn(u32 prim) {
const u32 start = ((fbPtr_ & 0xFFFFF0) | ((fbWidth_ & 0xFF0000) << 8)) & 0x001FFFFF;
const u32 bpp = fbFormat_ == GE_FORMAT_8888 ? 4 : 2;
int x1 = 0, y1 = 0;
int x2 = std::min(region2_ & 0x3FF, scissor2_ & 0x3FF);
int y2 = std::min((region2_ >> 10) & 0x3FF, (scissor2_ >> 10) & 0x3FF);
// A 2D draw (a sprite into a small buffer whose nominal area overlaps textures, Burnout) can say where
// it is exactly.
int vx1, vy1, vx2, vy2;
if (prim != 0 && lastVertsSize_ != 0 && ThroughModeBounds(vertType_, pushbuf_.data() + lastVertsPtr_, lastVertsSize_, prim & 0xFFFF, vx1, vy1, vx2, vy2)) {
x1 = std::max(x1, vx1);
y1 = std::max(y1, vy1);
x2 = std::min(x2, vx2);
y2 = std::min(y2, vy2);
if (x1 > x2 || y1 > y2)
return;
}
auto add = [&](u32 base, u32 strideBytes, u32 bytesPerPixel, const DrawnRect &rect) {
DrawnTarget &t = drawnTargets_[base];
t.strideBytes = strideBytes;
t.bpp = bytesPerPixel;
for (const DrawnRect &r : t.rects) {
if (r.Contains(rect.x1, rect.y1) && r.Contains(rect.x2, rect.y2))
return;
}
t.rects.push_back(rect);
};
add(start, (fbWidth_ & 0x07FC) * bpp, bpp, DrawnRect{ x1, y1, x2, y2 });
const bool writesDepth = (clearMode_ & 1) ? (clearMode_ & 0x400) != 0 : (zTest_ && !zWriteDisable_);
const int zbw = zbWidth_ & 0x07FC;
if (writesDepth && zbw != 0) {
// The PSP stores depth swizzled, so what lands in a drawn area is spread over whole rows in bands
// (SOCOM's frame texture copy ran into its depth buffer's columns 480-511).
add(zbPtr_ & 0x001FFFF0, zbw * 2, 2, DrawnRect{ 0, y1 & ~7, zbw - 1, y2 | 7 });
}
}
void DumpExecute::Vertices(u32 ptr, u32 sz) {
lastVertsPtr_ = ptr;
lastVertsSize_ = sz;
u32 psp = mapping_.Map(ptr, sz, std::bind(&DumpExecute::SyncStall, this));
if (psp == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for vertices");
return;
}
if (lastBase_ != (psp & 0xFF000000)) {
execListQueue.push_back((GE_CMD_BASE << 24) | ((psp >> 8) & 0x00FF0000));
lastBase_ = psp & 0xFF000000;
}
execListQueue.push_back((GE_CMD_VADDR << 24) | (psp & 0x00FFFFFF));
}
void DumpExecute::Indices(u32 ptr, u32 sz) {
u32 psp = mapping_.Map(ptr, sz, std::bind(&DumpExecute::SyncStall, this));
if (psp == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for indices");
return;
}
if (lastBase_ != (psp & 0xFF000000)) {
execListQueue.push_back((GE_CMD_BASE << 24) | ((psp >> 8) & 0x00FF0000));
lastBase_ = psp & 0xFF000000;
}
execListQueue.push_back((GE_CMD_IADDR << 24) | (psp & 0x00FFFFFF));
}
void DumpExecute::ClutAddr(u32 ptr, u32 sz) {
struct ClutAddrData {
u32 addr;
u32 flags;
};
const ClutAddrData *data = (const ClutAddrData *)(pushbuf_.data() + ptr);
execClutAddr = data->addr;
execClutFlags = data->flags;
}
void DumpExecute::Clut(u32 ptr, u32 sz) {
// This is always run when we have the actual address set.
if (execClutAddr != 0) {
const bool isTarget = (execClutFlags & 1) != 0;
// Could potentially always skip if !isTarget, but playing it safe for offset texture behavior.
if (Memory::IsValidRange(execClutAddr, sz) && (!isTarget || !g_Config.bSoftwareRendering)) {
// Intentionally don't trigger an upload here.
Memory::MemcpyUnchecked(execClutAddr, pushbuf_.data() + ptr, sz);
NotifyMemInfo(MemBlockFlags::WRITE, execClutAddr, sz, "ReplayClut");
}
execClutAddr = 0;
} else {
u32 psp = mapping_.Map(ptr, sz, std::bind(&DumpExecute::SyncStall, this), 16);
if (psp == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for clut");
return;
}
execListQueue.push_back((GE_CMD_CLUTADDRUPPER << 24) | ((psp >> 8) & 0x00FF0000));
execListQueue.push_back((GE_CMD_CLUTADDR << 24) | (psp & 0x00FFFFFF));
if (initialClut_) {
// The CLUT the GE had loaded when the recording started (the recorder saves it right after
// INIT), with no LOADCLUT to follow, unlike the CLUTs recorded at a LOADCLUT: load it here,
// then put the game's CLUT address back. Without this, draws used whatever CLUT was loaded
// before (HotBrain 16131, ULUS10268, drew its save screen background black).
execListQueue.push_back((GE_CMD_LOADCLUT << 24) | ((sz / 32) & 0x3F));
execListQueue.push_back(gstate.clutaddrupper);
execListQueue.push_back(gstate.clutaddr);
initialClut_ = false;
}
}
}
void DumpExecute::TransferSrc(u32 ptr, u32 sz) {
u32 psp = mapping_.Map(ptr, sz, std::bind(&DumpExecute::SyncStall, this), 16);
if (psp == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for transfer");
return;
}
// Need to sync in order to access gstate.transfersrcw.
SyncStall();
execListQueue.push_back((gstate.transfersrcw & 0xFF00FFFF) | ((psp >> 8) & 0x00FF0000));
execListQueue.push_back(((GE_CMD_TRANSFERSRC) << 24) | (psp & 0x00FFFFFF));
}
// The PSP replayer writes recorded memory with the CPU, and the PSP sends every CPU access to VRAM's 0x04200000 and
// 0x04600000 mirrors through the depth layout. With the software renderer PPSSPP's mirrors do that for 16-bit
// accesses only, so a write into one goes a run of 32 aligned bytes at a time, which the layout keeps together.
// IL-2's depth texture at 0x04710000 is recorded as the game sampled it, and only comes back so.
static void CopyToMemory(u32 addr, const u8 *data, u32 size) {
if (!Memory::DepthMirrorsActive() || !Memory::IsDepthTexVRAMAddress(addr)) {
Memory::MemcpyUnchecked(addr, data, size);
return;
}
for (u32 pos = 0; pos < size; ) {
const u32 a = addr + pos;
const u32 n = std::min(32 - (a & 31), size - pos);
Memory::MemcpyUnchecked(Memory::DepthMirrored16(a), data + pos, n);
pos += n;
}
}
static void SetMemory(u32 addr, u8 value, u32 size) {
if (!Memory::DepthMirrorsActive() || !Memory::IsDepthTexVRAMAddress(addr)) {
Memory::Memset(addr, value, size);
return;
}
for (u32 pos = 0; pos < size; ) {
const u32 a = addr + pos;
const u32 n = std::min(32 - (a & 31), size - pos);
Memory::Memset(Memory::DepthMirrored16(a), value, n);
pos += n;
}
}
void DumpExecute::Memset(u32 ptr, u32 sz) {
PROFILE_THIS_SCOPE("ReplayMemset");
struct MemsetCommand {
u32 dest;
int value;
u32 sz;
};
const MemsetCommand *data = (const MemsetCommand *)(pushbuf_.data() + ptr);
const u32 size = Memory::ClampValidSizeAt(data->dest, data->sz);
if (Memory::IsVRAMAddress(data->dest) && size != 0) {
SyncStall();
// Draws the software renderer still has queued come before the write.
gpu->Flush();
// TODO: should probably do this as an operation.
// The software renderer leaves the memset to the caller, like sceKernelMemset does.
if (!gpu->PerformMemorySet(data->dest, (u8)data->value, size))
SetMemory(data->dest, (u8)data->value, size);
}
}
void DumpExecute::MemcpyDest(u32 ptr, u32 sz) {
execMemcpyDest = *(const u32 *)(pushbuf_.data() + ptr);
}
void DumpExecute::Memcpy(u32 ptr, u32 sz) {
PROFILE_THIS_SCOPE("ReplayMemcpy");
sz = Memory::ClampValidSizeAt(execMemcpyDest, sz);
if (Memory::IsVRAMAddress(execMemcpyDest) && sz != 0) {
SyncStall();
gpu->Flush();
CopyToMemory(execMemcpyDest, pushbuf_.data() + ptr, sz);
NotifyMemInfo(MemBlockFlags::WRITE, execMemcpyDest, sz, "ReplayMemcpy");
gpu->PerformWriteColorFromMemory(execMemcpyDest, sz);
}
}
void DumpExecute::Texture(int level, u32 ptr, u32 sz) {
u32 psp = mapping_.Map(ptr, sz, std::bind(&DumpExecute::SyncStall, this), 16);
if (psp == 0) {
ERROR_LOG(Log::GeDebugger, "Unable to allocate for texture");
return;
}
if (lastTex_[level] != psp) {
u32 bufwCmd = GE_CMD_TEXBUFWIDTH0 + level;
u32 addrCmd = GE_CMD_TEXADDR0 + level;
execListQueue.push_back((bufwCmd << 24) | ((psp >> 8) & 0x00FF0000) | lastBufw_[level]);
execListQueue.push_back((addrCmd << 24) | (psp & 0x00FFFFFF));
lastTex_[level] = psp;
}
}
void DumpExecute::Framebuf(int level, u32 ptr, u32 sz, bool needed) {
PROFILE_THIS_SCOPE("ReplayFramebuf");
struct FramebufData {
u32 addr;
int bufw;
u32 flags;
u32 pad;
};
FramebufData *framebuf = (FramebufData *)(pushbuf_.data() + ptr);
if (lastTex_[level] != framebuf->addr || lastBufw_[level] != framebuf->bufw) {
u32 bufwCmd = GE_CMD_TEXBUFWIDTH0 + level;
u32 addrCmd = GE_CMD_TEXADDR0 + level;
execListQueue.push_back((bufwCmd << 24) | ((framebuf->addr >> 8) & 0x00FF0000) | framebuf->bufw);
execListQueue.push_back((addrCmd << 24) | (framebuf->addr & 0x00FFFFFF));
lastTex_[level] = framebuf->addr;
lastBufw_[level] = framebuf->bufw;
}
// And now also copy the data into VRAM (in case it wasn't actually rendered.)
u32 headerSize = (u32)sizeof(FramebufData);
u32 pspSize = sz - headerSize;
const bool isTarget = (framebuf->flags & 1) != 0;
const bool unchangedVRAM = version_ >= 6 && (framebuf->flags & 2) != 0;
// TODO: Could use drawnVRAM flag, but it can be wrong.
// Could potentially always skip if !isTarget, but playing it safe for offset texture behavior.
// The software renderer skips a render target's unless something later relies on it: one drawn before the
// dump started holds data no other snapshot brings in (Madden's field logo, Need for Speed ProStreet).
if (Memory::IsValidRange(framebuf->addr, pspSize) && !unchangedVRAM && (!isTarget || !g_Config.bSoftwareRendering || needed)) {
// After the draws before it, which the software renderer may still have queued.
SyncStall();
gpu->Flush();
// Intentionally don't trigger an upload here.
CopyAroundDrawn(framebuf->addr, pushbuf_.data() + ptr + headerSize, pspSize, needed);
}
}
// The recorder leaves VRAM out of a snapshot as unchanged when an earlier snapshot had it. Marks the render
// target snapshots that were that earlier one, by 256-byte block as the recorder tracks it.
void DumpExecute::MarkNeededTargets() {
neededTargets_.assign(commands_.size(), false);
if (version_ < 6) {
return;
}
const u32 BLOCK_SHIFT = 8;
const u32 VRAM_SIZE = 0x00200000;
// For each block, the command whose snapshot last brought data there, and whether it was a render target's.
std::vector<int> lastSource(VRAM_SIZE >> BLOCK_SHIFT, -1);
std::vector<bool> lastIsTarget(lastSource.size(), false);
for (size_t i = 0; i < commands_.size(); i++) {
const Command &cmd = commands_[i];
if (cmd.type < CommandType::FRAMEBUF0 || cmd.type > CommandType::FRAMEBUF7 || cmd.sz < 16) {
continue;
}
const u32 *header = (const u32 *)(pushbuf_.data() + cmd.ptr);
if (!Memory::IsVRAMAddress(header[0])) {
continue;
}
const bool isTarget = (header[2] & 1) != 0;
const bool unchangedVRAM = (header[2] & 2) != 0;
const u32 start = header[0] & (VRAM_SIZE - 1);
const u32 end = start + std::min(cmd.sz - 16, VRAM_SIZE - start);
for (u32 b = start >> BLOCK_SHIFT; b < (end + (1 << BLOCK_SHIFT) - 1) >> BLOCK_SHIFT; b++) {
if (unchangedVRAM) {
if (lastSource[b] >= 0 && lastIsTarget[b]) {
neededTargets_[lastSource[b]] = true;
}
} else {
lastSource[b] = (int)i;
lastIsTarget[b] = isTarget;
}
}
}
}
// The software renderer has the real contents of what this replay drew, while the dump's copy can be stale
// (a hardware backend that didn't read it back, GTA LCS). So a copy leaves out the areas the replay's draws
// could reach: a texture inside one (Princess Maker 5 textures from the right half of its 1024 wide
// framebuffer), or one whose recorded size runs over a buffer drawn next to it (Rainbow Six copies its
// 512x512 frame texture before each strip it draws into the display buffer inside that range). A texture
// beside the drawn area still comes through (Burnout keeps one in columns 480-511).
void DumpExecute::CopyAroundDrawn(u32 addr, const u8 *data, u32 size, bool linear) {
// A texture recorded at its full size can run past the end of VRAM, into the depth swizzle mirror
// (Princess Maker 5's 1024x1024 one at 0x04000400). That isn't the game's data.
if (Memory::IsVRAMAddress(addr))
size = std::min(size, 0x00200000 - (addr & 0x001FFFFF));
std::vector<std::pair<int64_t, int64_t>> skip;
const int64_t start = addr & 0x001FFFFF, end = start + size;
// A snapshot at a depth mirror holds what the game saw through it (PPSSPP stored depth that way), so it goes
// back through the mirror. Except a render target's that later snapshots rely on: those read its data at
// linear addresses (Me & My Katamari textures a 512x512 one through 0x04288000, past its depth buffer).
linear = linear && Memory::IsVRAMAddress(addr);
if (g_Config.bSoftwareRendering) {
for (const auto &it : drawnTargets_) {
const DrawnTarget &t = it.second;
if (t.strideBytes == 0)
continue;
for (const DrawnRect &r : t.rects) {
for (int y = std::max(r.y1, 0); y <= r.y2; ++y) {
const int64_t row = (int64_t)it.first + (int64_t)y * t.strideBytes;
const int64_t a = row + (int64_t)std::max(r.x1, 0) * t.bpp;
const int64_t b = row + (int64_t)(r.x2 + 1) * t.bpp;
if (b > start && a < end)
skip.emplace_back(std::max(a, start), std::min(b, end));
}
}
}
std::sort(skip.begin(), skip.end());
}
int64_t pos = start;
auto copyTo = [&](int64_t until) {
if (until > pos) {
if (linear) {
Memory::MemcpyUnchecked(0x04000000 + (u32)pos, data + (pos - start), (u32)(until - pos));
} else {
CopyToMemory(addr + (u32)(pos - start), data + (pos - start), (u32)(until - pos));
}
NotifyMemInfo(MemBlockFlags::WRITE, addr + (u32)(pos - start), (u32)(until - pos), "ReplayTex");
}
};
for (const auto &s : skip) {
copyTo(s.first);
pos = std::max(pos, s.second);
}
copyTo(end);
}
void DumpExecute::Display(u32 ptr, u32 sz, bool allowFlip) {
struct DisplayBufData {
PSPPointer<u8> topaddr;
int linesize, pixelFormat;
};
DisplayBufData *disp = (DisplayBufData *)(pushbuf_.data() + ptr);
// Sync up drawing.
SyncStall();
// A display turned off shows nothing to compare, so the result falls back to the last framebuffer
// drawn to, as for a dump without a DISPLAY (Auditorium 9213). The PSP replayer does the same.
haveDisplay_ = disp->topaddr.ptr != 0;
if (!haveDisplay_)
return;
__DisplaySetFramebuf(disp->topaddr.ptr, disp->linesize, disp->pixelFormat, 1);
if (allowFlip) {
__DisplaySetFramebuf(disp->topaddr.ptr, disp->linesize, disp->pixelFormat, 0);
}
}
void DumpExecute::EdramTrans(u32 ptr, u32 sz) {
uint32_t value;
memcpy(&value, pushbuf_.data() + ptr, 4);
// Sync up drawing.
SyncStall();
if (gpu)
gpu->SetAddrTranslation(value);
}
DumpExecute::~DumpExecute() {
execMemcpyDest = 0;
if (execListBuf) {
userMemory.Free(execListBuf);
execListBuf = 0;
}
execListPos = 0;
mapping_.Reset();
}
ReplayResult DumpExecute::Run() {
// Start with the default value.
if (gpu)
gpu->SetAddrTranslation(0x400);
if (resumeIndex_ >= 0) {
SyncStall();
}
int start = resumeIndex_ >= 0 ? resumeIndex_ : 0;
for (size_t i = start; i < commands_.size(); i++) {
if (g_cancelled) {
break;
}
const Command &cmd = commands_[i];
// Only the first INIT is real. Before 71210f3fa2 a second dump request during a recording started
// it again, writing another INIT (and initial CLUT) into the dump: the GE state of that moment,
// which already includes register writes the dump only has after it. Applied, it ran the last
// draws with the wrong state (GOD EATER BURST 13950 came out black, Street Riders 14746 garbled).
if (cmd.type == CommandType::INIT && i != 0) {
if (i + 1 < commands_.size() && commands_[i + 1].type == CommandType::CLUT)
++i;
continue;
}
switch (cmd.type) {
case CommandType::INIT:
Init(cmd.ptr, cmd.sz);
break;
case CommandType::REGISTERS:
Registers(cmd.ptr, cmd.sz);
break;
case CommandType::VERTICES:
Vertices(cmd.ptr, cmd.sz);
break;
case CommandType::INDICES:
Indices(cmd.ptr, cmd.sz);
break;
case CommandType::CLUTADDR:
ClutAddr(cmd.ptr, cmd.sz);
break;
case CommandType::CLUT:
Clut(cmd.ptr, cmd.sz);
break;
case CommandType::TRANSFERSRC:
TransferSrc(cmd.ptr, cmd.sz);
break;
case CommandType::MEMSET:
Memset(cmd.ptr, cmd.sz);
break;
case CommandType::MEMCPYDEST:
MemcpyDest(cmd.ptr, cmd.sz);
break;
case CommandType::MEMCPYDATA:
Memcpy(cmd.ptr, cmd.sz);
break;
case CommandType::EDRAMTRANS:
EdramTrans(cmd.ptr, cmd.sz);
break;
case CommandType::TEXTURE0:
case CommandType::TEXTURE1:
case CommandType::TEXTURE2:
case CommandType::TEXTURE3:
case CommandType::TEXTURE4:
case CommandType::TEXTURE5:
case CommandType::TEXTURE6:
case CommandType::TEXTURE7:
Texture((int)cmd.type - (int)CommandType::TEXTURE0, cmd.ptr, cmd.sz);
break;
case CommandType::FRAMEBUF0:
case CommandType::FRAMEBUF1:
case CommandType::FRAMEBUF2:
case CommandType::FRAMEBUF3:
case CommandType::FRAMEBUF4:
case CommandType::FRAMEBUF5:
case CommandType::FRAMEBUF6:
case CommandType::FRAMEBUF7:
Framebuf((int)cmd.type - (int)CommandType::FRAMEBUF0, cmd.ptr, cmd.sz, neededTargets_[i]);
break;
case CommandType::DISPLAY:
Display(cmd.ptr, cmd.sz, i == commands_.size() - 1);
break;
default:
ERROR_LOG(Log::GeDebugger, "Unsupported GE dump command: %d", (int)cmd.type);
return ReplayResult::Error;
}
}
SubmitListEnd();
if (!haveDisplay_ && fbWidth_ != 0) {
SyncStall();
const u32 addr = 0x04000000 | (fbPtr_ & 0x001FFFF0);
__DisplaySetFramebuf(addr, fbWidth_ & 0x07FC, fbFormat_, 1);
__DisplaySetFramebuf(addr, fbWidth_ & 0x07FC, fbFormat_, 0);
}
return ReplayResult::Done;
}
// Reads count items, checking the sizes the file declares against the file and each other before
// allocating for them.
template <typename T>
static bool ReadCompressed(u32 fp, u64 fileSize, std::vector<T> &dest, u32 count, uint32_t version) {
u32 compressed_size = 0;
if (pspFileSystem.ReadFile(fp, (u8 *)&compressed_size, sizeof(compressed_size)) != sizeof(compressed_size)) {
return false;
}
const u64 pos = pspFileSystem.GetSeekPos(fp);
if (pos > fileSize || compressed_size > fileSize - pos) {
return false;
}
std::vector<u8> compressed(compressed_size);
if (pspFileSystem.ReadFile(fp, compressed.data(), compressed_size) != compressed_size) {
return false;
}
// Far beyond any real dump. A zstd frame doesn't always say how big it is, and a small one can
// expand to gigabytes, so this is what keeps a crafted one from exhausting memory.
const u64 MAX_SIZE = 1024 * 1024 * 1024;
const u64 sz = (u64)count * sizeof(T);
if (sz > MAX_SIZE) {
ERROR_LOG(Log::GeDebugger, "GE dump section too large: %llu bytes", (unsigned long long)sz);
return false;
} else if (version < 5) {
size_t declared = 0;
if (snappy_uncompressed_length((const char *)compressed.data(), compressed_size, &declared) != SNAPPY_OK || declared != sz) {
return false;
}
} else {
// Some older recorders left the size out of the frame.
const unsigned long long declared = ZSTD_getFrameContentSize(compressed.data(), compressed_size);
if (declared != ZSTD_CONTENTSIZE_UNKNOWN && declared != sz) {
return false;
}
}
dest.resize(count);
size_t real_size = (size_t)sz;
if (version < 5) {
if (snappy_uncompress((const char *)compressed.data(), compressed_size, (char *)dest.data(), &real_size) != SNAPPY_OK)
return false;
} else {
real_size = ZSTD_decompress(dest.data(), real_size, compressed.data(), compressed_size);
}
return real_size == sz;
}
static bool ValidateReplayCommands(const std::vector<Command> &commands, const std::vector<u8> &pushbuf) {
for (size_t i = 0; i < commands.size(); ++i) {
const Command &cmd = commands[i];
u32 minSize;
switch (cmd.type) {
case CommandType::INIT:
minSize = 512 * sizeof(u32);
break;
case CommandType::CLUTADDR:
minSize = 2 * sizeof(u32);
break;
case CommandType::MEMSET:
case CommandType::DISPLAY:
minSize = 3 * sizeof(u32);
break;
case CommandType::MEMCPYDEST:
case CommandType::EDRAMTRANS:
minSize = sizeof(u32);
break;
case CommandType::FRAMEBUF0:
case CommandType::FRAMEBUF1:
case CommandType::FRAMEBUF2:
case CommandType::FRAMEBUF3:
case CommandType::FRAMEBUF4:
case CommandType::FRAMEBUF5:
case CommandType::FRAMEBUF6:
case CommandType::FRAMEBUF7:
minSize = 4 * sizeof(u32);
break;
// Any size, including none (version 2 dumps have empty VERTICES and CLUT commands).
case CommandType::REGISTERS:
case CommandType::VERTICES:
case CommandType::INDICES:
case CommandType::CLUT:
case CommandType::TRANSFERSRC:
case CommandType::MEMCPYDATA:
case CommandType::TEXTURE0:
case CommandType::TEXTURE1:
case CommandType::TEXTURE2:
case CommandType::TEXTURE3:
case CommandType::TEXTURE4:
case CommandType::TEXTURE5:
case CommandType::TEXTURE6:
case CommandType::TEXTURE7:
minSize = 0;
break;
default:
ERROR_LOG(Log::GeDebugger, "Unsupported GE dump command: %d", (int)cmd.type);
return false;
}
// Old recorders didn't align anything, so only the range and size are checked.
if (cmd.ptr > pushbuf.size() || cmd.sz > pushbuf.size() - cmd.ptr || cmd.sz < minSize) {
ERROR_LOG(Log::GeDebugger, "Invalid GE dump command %d: type %d, offset %u, size %u",
(int)i, (int)cmd.type, cmd.ptr, cmd.sz);
return false;
}
}
return true;
}
static u32 LoadReplay(const std::string &filename) {
PROFILE_THIS_SCOPE("ReplayLoad");
NOTICE_LOG(Log::GeDebugger, "LoadReplay %s", filename.c_str());
g_cancelled = false;
u32 fp = pspFileSystem.OpenFile(filename, FILEACCESS_READ);
const u64 fileSize = pspFileSystem.GetFileInfoByHandle(fp).size;
Header header{};
const size_t headerRead = pspFileSystem.ReadFile(fp, (u8 *)&header, sizeof(header));
u32 version = header.version;
if (headerRead != sizeof(header) || memcmp(header.magic, HEADER_MAGIC, sizeof(header.magic)) != 0 || header.version > VERSION || header.version < MIN_VERSION) {
ERROR_LOG(Log::GeDebugger, "Invalid GE dump or unsupported version");
pspFileSystem.CloseFile(fp);
return 0;
}
if (header.version <= 3) {
pspFileSystem.SeekFile(fp, 12, FILEMOVE_BEGIN);
memset(header.gameID, 0, sizeof(header.gameID));
}
const std::string gameID(header.gameID, strnlen(header.gameID, sizeof(header.gameID)));
// The ID picks the texture pack directory, among other things.
if (IsSafePathComponent(gameID)) {
g_paramSFO.SetValue("DISC_ID", gameID, (int)sizeof(header.gameID));
std::vector<GameDBInfo> info;
std::string gameTitle = "(unknown title)";
#if !defined(__LIBRETRO__)
if (g_gameDB.GetGameInfos(gameID, &info)) {
gameTitle = info[0].title;
g_paramSFO.SetValue("TITLE", gameTitle, (int)gameTitle.size());
}
#endif
System_SetWindowTitle(g_paramSFO.GetValueString("DISC_ID") + " : " + gameTitle + " (GE frame dump)");
} else {
System_SetWindowTitle("(GE frame dump: old format, missing DISC_ID)");
}
u32 sz = 0;
pspFileSystem.ReadFile(fp, (u8 *)&sz, sizeof(sz));
u32 bufsz = 0;
pspFileSystem.ReadFile(fp, (u8 *)&bufsz, sizeof(bufsz));
bool truncated = false;
truncated = truncated || !ReadCompressed(fp, fileSize, lastExecCommands, sz, header.version);
truncated = truncated || !ReadCompressed(fp, fileSize, lastExecPushbuf, bufsz, header.version);
pspFileSystem.CloseFile(fp);
if (truncated) {
ERROR_LOG(Log::GeDebugger, "Truncated GE dump detected - can't replay");
return 0;
}
if (!ValidateReplayCommands(lastExecCommands, lastExecPushbuf)) {
ERROR_LOG(Log::GeDebugger, "Invalid GE dump commands detected - can't replay");
return 0;
}
lastExecFilename = filename;
lastExecVersion = version;
return version;
}
void Replay_Unload() {
// We might be paused inside a replay - in this case, the thread is still running and we need to tell it to stop.
if (replayThread.joinable()) {
{
// We just finish processing the commands until done.
g_cancelled = true;
std::unique_lock<std::mutex> lock(opFinishLock);
opFinishWait.notify_one();
}
replayThread.join();
}
_dbg_assert_(!replayThread.joinable());
lastExecFilename.clear();
lastExecVersion = 0;
lastExecCommands.clear();
lastExecPushbuf.clear();
g_opDone = true;
g_retVal = 0;
}
void WriteRunDumpCode(u32 codeStart) {
// NOTE: Not static, since parts are run-time computed (MIPS_MAKE_SYSCALL etc)
const u32 runDumpCode[] = {
// Save the filename.
MIPS_MAKE_ORI(MIPS_REG_S0, MIPS_REG_A0, 0),
MIPS_MAKE_ORI(MIPS_REG_S1, MIPS_REG_A1, 0),
// Call the actual render. Jump here to start over.
MIPS_MAKE_SYSCALL("FakeSysCalls", "__KernelGPUReplay"),
MIPS_MAKE_NOP(),
// Re-run immediately if requested by the return value from __KernelGPUReplay
MIPS_MAKE_BNEZ(codeStart + 4 * 4, codeStart + 8, MIPS_REG_V0),
MIPS_MAKE_NOP(),
// When done (__KernelGPUReplay returned 0), make sure we don't get out of sync (is this needed?)
MIPS_MAKE_LUI(MIPS_REG_A0, 0),
MIPS_MAKE_SYSCALL("sceGe_user", "sceGeDrawSync"),
MIPS_MAKE_NOP(),
// Wait for the next vblank to render again, then (through the delay slot) jump right back up to __KernelGPUReplay.
MIPS_MAKE_SYSCALL("sceDisplay", "sceDisplayWaitVblankStart"),
MIPS_MAKE_NOP(),
MIPS_MAKE_J(codeStart + 8),
MIPS_MAKE_NOP(),
// This never gets reached, just here to be "safe".
MIPS_MAKE_BREAK(0),
};
for (size_t i = 0; i < ARRAY_SIZE(runDumpCode); ++i) {
Memory::WriteUnchecked_U32(runDumpCode[i], codeStart + (u32)i * sizeof(u32_le));
}
}
// This is called by the syscall. It spawns a "replayThread" which parses the file and sends the commands.
// A long term goal is inversion of control here, but it's tricky for a number of reasons that you'll find
// out if you try.
ReplayResult RunMountedReplay(const std::string &filename) {
_assert_msg_(!gpu->GetRecorder()->IsActivePending(), "Cannot run replay while recording.");
uint32_t version = lastExecVersion;
if (lastExecFilename != filename) {
// Does this ever happen? Can the filename change, without going through core shutdown/startup?
if (replayThread.joinable()) {
replayThread.join();
}
version = LoadReplay(filename);
if (!version) {
ERROR_LOG(Log::GeDebugger, "bad version %08x", version);
return ReplayResult::Error;
}
}
if (g_opToExec.type != OpType::None) {
std::unique_lock<std::mutex> waitLock(opFinishLock);
g_opDone = true;
g_opToExec = Operation{ OpType::None };
opFinishWait.notify_one();
}
if (!replayThread.joinable()) {
_dbg_assert_(g_opToExec.type == OpType::None);
g_opToExec = Operation{ OpType::None };
replayThread = std::thread([version]() {
SetCurrentThreadName("Replay");
DumpExecute executor(lastExecPushbuf, lastExecCommands, version);
GPURecord::ReplayResult retval = executor.Run();
// Finish up
ExecuteOnMain(Operation{ OpType::Done });
});
}
// OK, now wait for and perform the desired action.
{
std::unique_lock<std::mutex> lock(opStartLock);
g_condOpStartWait.wait(lock, []() { return g_opToExec.type != OpType::None; });
}
switch (g_opToExec.type) {
case OpType::UpdateStallAddr:
{
bool runList;
hleEatCycles(190);
hleCoreTimingForceCheck();
gpu->UpdateStall(g_opToExec.listID, g_opToExec.param, &runList);
if (runList) {
hleSplitSyscallOverGe();
}
// We're not done yet, request another go.
return ReplayResult::Break;
}
case OpType::EnqueueList:
{
bool runList;
u32 listPC = g_opToExec.listID;
u32 execListPos = g_opToExec.param;
auto optParam = PSPPointer<PspGeListArgs>::Create(0);
g_retVal = gpu->EnqueueList(listPC, execListPos, -1, optParam, false, &runList);
if (runList) {
hleSplitSyscallOverGe();
}
// We're not done yet, request another go.
hleEatCycles(490);
hleCoreTimingForceCheck();
return ReplayResult::Break;
}
case OpType::ReapplyGfxState:
{
// try again but no need to split the sys call
gpu->ReapplyGfxState();
return ReplayResult::Break;
}
case OpType::ListSync:
{
u32 execListID = g_opToExec.listID;
u32 mode = g_opToExec.param;
// try again but no need to split the sys call
hleEatCycles(220);
gpu->ListSync(execListID, mode);
return ReplayResult::Break;
}
case OpType::Done:
{
_dbg_assert_(replayThread.joinable());
{
std::unique_lock<std::mutex> lock(opFinishLock);
g_opDone = true;
opFinishWait.notify_one();
}
replayThread.join();
g_opToExec = { OpType::None };
break;
}
case OpType::None:
break;
}
return ReplayResult::Done;
}
} // namespace GPURecord