mirror of https://github.com/PCSX2/pcsx2.git
GSdx: fixing a possible buffer overflow
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5063 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -345,8 +345,16 @@ void GSRenderer::VSync(int field)
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if(fillrate > 0)
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{
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s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024));
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}
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int sum = 0;
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for(int i = 0; i < 16; i++)
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{
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sum += m_perfmon.CPU(GSPerfMon::WorkerDraw0 + i);
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}
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s += format(" | %d%% CPU", sum);
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}
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}
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else
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{
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@ -808,19 +808,19 @@ bool GSRendererSW::GetScanlineGlobalData(SharedData* data)
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{
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// skip per pixel division if q is constant
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GSVertexSW* RESTRICT v = (GSVertexSW*)m_vertex.buff;// data->vertex;
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GSVertexSW* RESTRICT v = (GSVertexSW*)m_vertex.buff;
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if(m_vt->m_eq.q)
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{
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gd.sel.fst = 1;
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const GSVector4& t = v[m_index.buff[0]].t; // v[data->index[0]].t;
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const GSVector4& t = v[m_index.buff[0]].t;
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if(t.z != 1.0f)
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{
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GSVector4 w = t.zzzz().rcpnr();
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for(int i = 0, j = m_vertex.next/*data->vertex_count*/; i < j; i++)
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for(int i = 0, j = m_vertex.next; i < j; i++)
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{
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GSVector4 t = v[i].t;
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@ -832,7 +832,7 @@ bool GSRendererSW::GetScanlineGlobalData(SharedData* data)
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{
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gd.sel.fst = 1;
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for(int i = 0, j = m_vertex.next/*data->vertex_count*/; i < j; i += 2)
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for(int i = 0, j = m_vertex.next; i < j; i += 2)
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{
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GSVector4 t0 = v[i + 0].t;
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GSVector4 t1 = v[i + 1].t;
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@ -853,9 +853,9 @@ bool GSRendererSW::GetScanlineGlobalData(SharedData* data)
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GSVector4 half(0x8000, 0x8000);
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GSVertexSW* RESTRICT v = (GSVertexSW*)m_vertex.buff;// data->vertex;
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GSVertexSW* RESTRICT v = (GSVertexSW*)m_vertex.buff;
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for(int i = 0, j = m_vertex.next/*data->vertex_count*/; i < j; i++)
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for(int i = 0, j = m_vertex.next; i < j; i++)
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{
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GSVector4 t = v[i].t;
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@ -2133,15 +2133,15 @@ void GSState::GrowVertexBuffer()
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}
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m_vertex.buff = vertex;
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m_vertex.maxcount = maxcount - 100; // -100 because skipped vertices don't trigger growing the vertex buffer (VertexKick should be as fast as possible)
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m_vertex.maxcount = maxcount - 3; // -3 to have some space at the end of the buffer before DrawingKick can grow it
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m_index.buff = index;
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}
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static GSVector4i s_zw_sign = GSVector4i::x80000000().sll<8>();
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template<uint32 prim>
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__forceinline void GSState::VertexKick(uint32 skip)
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{
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ASSERT(m_vertex.tail < m_vertex.maxcount);
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size_t head = m_vertex.head;
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size_t tail = m_vertex.tail;
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size_t next = m_vertex.next;
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@ -2260,13 +2260,14 @@ __forceinline void GSState::VertexKick(uint32 skip)
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case GS_TRIANGLELIST:
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case GS_SPRITE:
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case GS_INVALID:
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m_vertex.tail = head;
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m_vertex.tail = head; // no need to check or grow the buffer length
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break;
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case GS_LINESTRIP:
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case GS_TRIANGLESTRIP:
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m_vertex.head = head + 1;
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break;
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// fall through
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case GS_TRIANGLEFAN:
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if(tail >= m_vertex.maxcount) GrowVertexBuffer(); // in case too many vertices were skipped
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break;
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default:
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__assume(0);
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@ -2275,10 +2276,7 @@ __forceinline void GSState::VertexKick(uint32 skip)
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return;
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}
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if(tail >= m_vertex.maxcount)
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{
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GrowVertexBuffer();
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}
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if(tail >= m_vertex.maxcount) GrowVertexBuffer();
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uint32* RESTRICT buff = &m_index.buff[m_index.tail];
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