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Add memory bounds-check when expanding points, rects and lines to triangles #18184

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Sep 20, 2023
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75 changes: 56 additions & 19 deletions GPU/Common/SoftwareTransformCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -547,7 +547,7 @@ void SoftwareTransform::DetectOffsetTexture(int maxIndex) {
}

// NOTE: The viewport must be up to date!
void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result) {
void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int indexBufferSize, int &maxIndex, SoftwareTransformResult *result) {
TransformedVertex *transformed = params_.transformed;
TransformedVertex *transformedExpanded = params_.transformedExpanded;
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
Expand All @@ -560,7 +560,11 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
bool useBufferedRendering = fbman->UseBufferedRendering();

if (prim == GE_PRIM_RECTANGLES) {
ExpandRectangles(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
if (!ExpandRectangles(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
result->drawIndexed = false;
result->drawNumTrans = 0;
return;
}
result->drawBuffer = transformedExpanded;
result->drawIndexed = true;

Expand All @@ -578,11 +582,19 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
}
}
} else if (prim == GE_PRIM_POINTS) {
ExpandPoints(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
if (!ExpandPoints(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
result->drawIndexed = false;
result->drawNumTrans = 0;
return;
}
result->drawBuffer = transformedExpanded;
result->drawIndexed = true;
} else if (prim == GE_PRIM_LINES) {
ExpandLines(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
if (!ExpandLines(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
result->drawIndexed = false;
result->drawNumTrans = 0;
return;
}
result->drawBuffer = transformedExpanded;
result->drawIndexed = true;
} else {
Expand Down Expand Up @@ -674,15 +686,21 @@ void SoftwareTransform::CalcCullParams(float &minZValue, float &maxZValue) {
std::swap(minZValue, maxZValue);
}

void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
bool SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
// Before we start, do a sanity check - does the output fit?
if ((vertexCount / 2) * 6 > indexBufferSize - indsOffset) {
// Won't fit, kill the draw.
return false;
}

// Rectangles always need 2 vertices, disregard the last one if there's an odd number.
vertexCount = vertexCount & ~1;
numTrans = 0;
TransformedVertex *trans = &transformedExpanded[0];

const u16 *indsIn = (const u16 *)inds;
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;
const u16 *indsIn = (const u16 *)(inds + indsOffset);
int newIndsOffset = indsOffset + vertexCount;
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Won't this not add enough space to not overlap? Not sure if maybe it's still safe. Before it was (u16 *)x + y aka x + y * 2 and now it's x + y. Also in other places here.

-[Unknown]

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Oh duh, sloppy of me to miss. My test cases still worked somehow though..

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Actually hm, indsOffset is in 16-bit units here, since we just after add it to a u16*. But I think there might be some unclarity here, will check it all.

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Oh, I thought one of these had been changed to a u8 because of the cast, I guess. My mistake.

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Well, something was indeed wrong and I had to revert, but maybe not here. Will redo this later.

u16 *indsOut = inds + newIndsOffset;

maxIndex = 4 * (vertexCount / 2);
for (int i = 0; i < vertexCount; i += 2) {
Expand Down Expand Up @@ -727,23 +745,33 @@ void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&i
indsOut[3] = i * 2 + 3;
indsOut[4] = i * 2 + 0;
indsOut[5] = i * 2 + 2;

trans += 4;
indsOut += 6;

numTrans += 6;
}
inds = newInds;

indsOffset = newIndsOffset;
return true;
}

void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
bool SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
// Before we start, do a sanity check - does the output fit?
if ((vertexCount / 2) * 6 > indexBufferSize - indsOffset) {
// Won't fit, kill the draw.
return false;
}

// Lines always need 2 vertices, disregard the last one if there's an odd number.
vertexCount = vertexCount & ~1;
numTrans = 0;
TransformedVertex *trans = &transformedExpanded[0];

const u16 *indsIn = (const u16 *)inds;
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;

const u16 *indsIn = (const u16 *)(inds + indsOffset);
int newIndsOffset = indsOffset + vertexCount;
u16 *indsOut = inds + newIndsOffset;

float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / fabsf(gstate.getViewportXScale()));
float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / fabsf(gstate.getViewportYScale()));
Expand Down Expand Up @@ -856,16 +884,23 @@ void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds,
}
}

inds = newInds;
indsOffset = newIndsOffset;
return true;
}

void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
bool SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
// Before we start, do a sanity check - does the output fit?
if (vertexCount * 6 > indexBufferSize - indsOffset) {
// Won't fit, kill the draw.
return false;
}

numTrans = 0;
TransformedVertex *trans = &transformedExpanded[0];

const u16 *indsIn = (const u16 *)inds;
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;
const u16 *indsIn = (const u16 *)(inds + indsOffset);
int newIndsOffset = indsOffset + vertexCount;
u16 *indsOut = inds + newIndsOffset;

float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
Expand Down Expand Up @@ -924,5 +959,7 @@ void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds,

numTrans += 6;
}
inds = newInds;

indsOffset = newIndsOffset;
return true;
}
11 changes: 5 additions & 6 deletions GPU/Common/SoftwareTransformCommon.h
Original file line number Diff line number Diff line change
Expand Up @@ -62,19 +62,18 @@ struct SoftwareTransformParams {

class SoftwareTransform {
public:
SoftwareTransform(SoftwareTransformParams &params) : params_(params) {
}
SoftwareTransform(SoftwareTransformParams &params) : params_(params) {}

void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale);
void Decode(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result);
void DetectOffsetTexture(int maxIndex);
void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result);
void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int indexBufferSize, int &maxIndex, SoftwareTransformResult *result);

protected:
void CalcCullParams(float &minZValue, float &maxZValue);
void ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
void ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
void ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
bool ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
bool ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
bool ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);

const SoftwareTransformParams &params_;
Lin::Matrix4x4 projMatrix_;
Expand Down
9 changes: 5 additions & 4 deletions GPU/D3D11/DrawEngineD3D11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -598,7 +598,7 @@ void DrawEngineD3D11::DoFlush() {
prim = GE_PRIM_TRIANGLES;
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());

u16 *inds = decIndex_;
u16 *const inds = decIndex_;
SoftwareTransformResult result{};
SoftwareTransformParams params{};
params.decoded = decoded_;
Expand Down Expand Up @@ -644,8 +644,9 @@ void DrawEngineD3D11::DoFlush() {
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);

int indsOffset = 0;
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);

Expand Down Expand Up @@ -683,11 +684,11 @@ void DrawEngineD3D11::DoFlush() {
UINT iOffset;
int iSize = sizeof(uint16_t) * result.drawNumTrans;
uint8_t *iptr = pushInds_->BeginPush(context_, &iOffset, iSize);
memcpy(iptr, inds, iSize);
memcpy(iptr, inds + indsOffset, iSize);
pushInds_->EndPush(context_);
context_->IASetIndexBuffer(pushInds_->Buf(), DXGI_FORMAT_R16_UINT, iOffset);
context_->DrawIndexed(result.drawNumTrans, 0, 0);
} else {
} else if (result.drawNumTrans > 0) {
context_->Draw(result.drawNumTrans, 0);
}
} else if (result.action == SW_CLEAR) {
Expand Down
9 changes: 5 additions & 4 deletions GPU/Directx9/DrawEngineDX9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -558,7 +558,7 @@ void DrawEngineDX9::DoFlush() {
prim = GE_PRIM_TRIANGLES;
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());

u16 *inds = decIndex_;
u16 *const inds = decIndex_;
SoftwareTransformResult result{};
SoftwareTransformParams params{};
params.decoded = decoded_;
Expand Down Expand Up @@ -607,8 +607,9 @@ void DrawEngineDX9::DoFlush() {

ApplyDrawState(prim);

int indsOffset = 0;
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);

Expand All @@ -628,8 +629,8 @@ void DrawEngineDX9::DoFlush() {

device_->SetVertexDeclaration(transformedVertexDecl_);
if (result.drawIndexed) {
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
} else {
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds + indsOffset, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
} else if (result.drawNumTrans > 0) {
device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), result.drawBuffer, sizeof(TransformedVertex));
}
} else if (result.action == SW_CLEAR) {
Expand Down
9 changes: 5 additions & 4 deletions GPU/GLES/DrawEngineGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -357,7 +357,7 @@ void DrawEngineGLES::DoFlush() {
if (prim == GE_PRIM_TRIANGLE_STRIP)
prim = GE_PRIM_TRIANGLES;

u16 *inds = decIndex_;
u16 *const inds = decIndex_;
SoftwareTransformResult result{};
// TODO: Keep this static? Faster than repopulating?
SoftwareTransformParams params{};
Expand Down Expand Up @@ -414,8 +414,9 @@ void DrawEngineGLES::DoFlush() {
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);

int indsOffset = 0;
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, maxIndex, &result);
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);

Expand All @@ -430,11 +431,11 @@ void DrawEngineGLES::DoFlush() {
if (result.action == SW_DRAW_PRIMITIVES) {
if (result.drawIndexed) {
vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vertexBuffer);
indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * result.drawNumTrans, 2, &indexBuffer);
indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds + indsOffset, sizeof(uint16_t) * result.drawNumTrans, 2, &indexBuffer);
render_->DrawIndexed(
softwareInputLayout_, vertexBuffer, vertexBufferOffset, indexBuffer, indexBufferOffset,
glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT);
} else {
} else if (result.drawNumTrans > 0) {
vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vertexBuffer);
render_->Draw(
softwareInputLayout_, vertexBuffer, vertexBufferOffset, glprim[prim], 0, result.drawNumTrans);
Expand Down
9 changes: 5 additions & 4 deletions GPU/Vulkan/DrawEngineVulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -858,7 +858,7 @@ void DrawEngineVulkan::DoFlush() {
if (prim == GE_PRIM_TRIANGLE_STRIP)
prim = GE_PRIM_TRIANGLES;

u16 *inds = decIndex_;
u16 *const inds = decIndex_;
SoftwareTransformResult result{};
SoftwareTransformParams params{};
params.decoded = decoded_;
Expand Down Expand Up @@ -898,9 +898,10 @@ void DrawEngineVulkan::DoFlush() {
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
result.action = SW_NOT_READY;
int indsOffset = 0;
if (result.action == SW_NOT_READY) {
swTransform.DetectOffsetTexture(maxIndex);
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
}

if (result.setSafeSize)
Expand Down Expand Up @@ -970,9 +971,9 @@ void DrawEngineVulkan::DoFlush() {
if (result.drawIndexed) {
VkBuffer vbuf, ibuf;
vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vbuf);
ibOffset = (uint32_t)pushIndex_->Push(inds, sizeof(short) * result.drawNumTrans, 4, &ibuf);
ibOffset = (uint32_t)pushIndex_->Push(inds + indsOffset, sizeof(short) * result.drawNumTrans, 4, &ibuf);
renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1);
} else {
} else if (result.drawNumTrans > 0) {
VkBuffer vbuf;
vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vbuf);
renderManager->Draw(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, result.drawNumTrans);
Expand Down