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GPU: Fix buffer overrun in Display Transfers
Display transfers with the horizontal downscaling flag were calculating the wrong output size, causing them to write double the amount of data intended. It is likely that this was perceived as correct due to a separate bug in calculating source indices which caused the image to be padded unless the previous bug was present. This fixes both issues, correcting flickering issues in 3dscraft, blargSnes and more (caused by the transfer overwriting the back buffer which followed) as well as potentially fixing other crashes.
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@ -100,22 +100,25 @@ inline void Write(u32 addr, const T data) {
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u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
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u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
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for (u32 y = 0; y < config.output_height; ++y) {
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// TODO: Why does the register seem to hold twice the framebuffer width?
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for (u32 x = 0; x < config.output_width; ++x) {
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struct {
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int r, g, b, a;
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} source_color = { 0, 0, 0, 0 };
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// Cheap emulation of horizontal scaling: Just skip each second pixel of the
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// input framebuffer. We keep track of this in the pixel_skip variable.
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unsigned pixel_skip = (config.scale_horizontally != 0) ? 2 : 1;
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u32 output_width = config.output_width / pixel_skip;
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for (u32 y = 0; y < config.output_height; ++y) {
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// TODO: Why does the register seem to hold twice the framebuffer width?
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for (u32 x = 0; x < output_width; ++x) {
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struct {
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int r, g, b, a;
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} source_color = { 0, 0, 0, 0 };
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switch (config.input_format) {
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case Regs::PixelFormat::RGBA8:
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{
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// TODO: Most likely got the component order messed up.
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u8* srcptr = source_pointer + x * 4 * pixel_skip + y * config.input_width * 4 * pixel_skip;
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u8* srcptr = source_pointer + (x * pixel_skip + y * config.input_width) * 4;
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source_color.r = srcptr[0]; // blue
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source_color.g = srcptr[1]; // green
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source_color.b = srcptr[2]; // red
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@ -143,7 +146,7 @@ inline void Write(u32 addr, const T data) {
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case Regs::PixelFormat::RGB8:
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{
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// TODO: Most likely got the component order messed up.
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u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
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u8* dstptr = dest_pointer + (x + y * output_width) * 3;
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dstptr[0] = source_color.r; // blue
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dstptr[1] = source_color.g; // green
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dstptr[2] = source_color.b; // red
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@ -158,9 +161,9 @@ inline void Write(u32 addr, const T data) {
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}
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LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x",
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config.output_height * config.output_width * 4,
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config.output_height * output_width * 4,
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config.GetPhysicalInputAddress(), (u32)config.input_width, (u32)config.input_height,
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config.GetPhysicalOutputAddress(), (u32)config.output_width, (u32)config.output_height,
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config.GetPhysicalOutputAddress(), (u32)output_width, (u32)config.output_height,
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config.output_format.Value());
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
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