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Merge pull request #1669 from ReinUsesLisp/fixup-gs
gl_shader_decompiler: Guard out of bound geometry shader input reads
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commit
eaee73f95d
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@ -121,12 +121,16 @@ GLint CachedShader::GetUniformLocation(const GLShader::SamplerEntry& sampler) {
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}
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GLuint CachedShader::LazyGeometryProgram(OGLProgram& target_program,
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const std::string& glsl_topology,
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const std::string& glsl_topology, u32 max_vertices,
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const std::string& debug_name) {
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if (target_program.handle != 0) {
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return target_program.handle;
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}
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const std::string source{geometry_programs.code + "layout (" + glsl_topology + ") in;\n"};
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std::string source = "#version 430 core\n";
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source += "layout (" + glsl_topology + ") in;\n";
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source += "#define MAX_VERTEX_INPUT " + std::to_string(max_vertices) + '\n';
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source += geometry_programs.code;
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OGLShader shader;
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shader.Create(source.c_str(), GL_GEOMETRY_SHADER);
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target_program.Create(true, shader.handle);
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@ -48,22 +48,23 @@ public:
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}
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switch (primitive_mode) {
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case GL_POINTS:
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return LazyGeometryProgram(geometry_programs.points, "points", "ShaderPoints");
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return LazyGeometryProgram(geometry_programs.points, "points", 1, "ShaderPoints");
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case GL_LINES:
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case GL_LINE_STRIP:
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return LazyGeometryProgram(geometry_programs.lines, "lines", "ShaderLines");
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return LazyGeometryProgram(geometry_programs.lines, "lines", 2, "ShaderLines");
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case GL_LINES_ADJACENCY:
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case GL_LINE_STRIP_ADJACENCY:
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return LazyGeometryProgram(geometry_programs.lines_adjacency, "lines_adjacency",
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return LazyGeometryProgram(geometry_programs.lines_adjacency, "lines_adjacency", 4,
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"ShaderLinesAdjacency");
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case GL_TRIANGLES:
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN:
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return LazyGeometryProgram(geometry_programs.triangles, "triangles", "ShaderTriangles");
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return LazyGeometryProgram(geometry_programs.triangles, "triangles", 3,
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"ShaderTriangles");
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case GL_TRIANGLES_ADJACENCY:
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case GL_TRIANGLE_STRIP_ADJACENCY:
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return LazyGeometryProgram(geometry_programs.triangles_adjacency, "triangles_adjacency",
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"ShaderLines");
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6, "ShaderTrianglesAdjacency");
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default:
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UNREACHABLE_MSG("Unknown primitive mode.");
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}
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@ -78,7 +79,7 @@ public:
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private:
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/// Generates a geometry shader or returns one that already exists.
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GLuint LazyGeometryProgram(OGLProgram& target_program, const std::string& glsl_topology,
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const std::string& debug_name);
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u32 max_vertices, const std::string& debug_name);
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VAddr addr;
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Maxwell::ShaderProgram program_type;
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@ -494,10 +494,10 @@ public:
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// instruction for now.
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if (stage == Maxwell3D::Regs::ShaderStage::Geometry) {
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// TODO(Rodrigo): nouveau sets some attributes after setting emitting a geometry
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// shader. These instructions use a dirty register as buffer index. To avoid some
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// drivers from complaining for the out of boundary writes, guard them.
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const std::string buf_index{"min(" + GetRegisterAsInteger(buf_reg) + ", " +
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std::to_string(MAX_GEOMETRY_BUFFERS - 1) + ')'};
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// shader. These instructions use a dirty register as buffer index, to avoid some
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// drivers from complaining about out of boundary writes, guard them.
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const std::string buf_index{"((" + GetRegisterAsInteger(buf_reg) + ") % " +
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std::to_string(MAX_GEOMETRY_BUFFERS) + ')'};
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shader.AddLine("amem[" + buf_index + "][" +
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std::to_string(static_cast<u32>(attribute)) + ']' +
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GetSwizzle(elem) + " = " + src + ';');
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@ -811,7 +811,11 @@ private:
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std::optional<Register> vertex = {}) {
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auto GeometryPass = [&](const std::string& name) {
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if (stage == Maxwell3D::Regs::ShaderStage::Geometry && vertex) {
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return "gs_" + name + '[' + GetRegisterAsInteger(*vertex, 0, false) + ']';
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games set
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// an 0x80000000 index for those and the shader fails to build. Find out why this
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// happens and what's its intent.
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return "gs_" + name + '[' + GetRegisterAsInteger(*vertex, 0, false) +
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" % MAX_VERTEX_INPUT]";
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}
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return name;
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};
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@ -82,8 +82,8 @@ void main() {
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}
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_geometry();\n";
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