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<title>dolphin/Source/Core/VideoBackends/Metal, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge pull request #12537 from TellowKrinkle/MTLSubgroup</title>
<updated>2024-05-21T20:17:22+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-05-21T20:17:22+00:00</published>
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<id>5c2f73986a97a94a3f9f0eb5a9c77725e5e1c68e</id>
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VideoCommon: More specific subgroup op bugs</content>
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VideoCommon: More specific subgroup op bugs</pre>
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<entry>
<title>Fix out of bounds accesses for invalid vertex component formats</title>
<updated>2024-04-04T19:50:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2024-04-02T04:37:11+00:00</published>
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On all platforms, this would result in out of bounds accesses when getting the component sizes (which uses stuff from VertexLoader_Position.h/VertexLoader_TextCoord.h/VertexLoader_Normal.h). On platforms other than x64 and ARM64, this would also be out of bounds accesses when getting function pointers for the non-JIT vertex loader (in VertexLoader_Position.cpp etc.). Usually both of these would get data from other entries in the same multi-dimensional array, but the last few entries would be truly out of bounds. This does mean that an out of bounds function pointer can be called on platforms that don't have a JIT vertex loader, but it is limited to invalid component formats with values 5/6/7 due to the size of the bitfield the formats come from, so it seems unlikely that this could be exploited in practice.

This issue affects a few games; Def Jam: Fight for New York (https://bugs.dolphin-emu.org/issues/12719) and Fifa Street are known to be affected.

I have not done any hardware testing for this PR specifically, though I *think* I previously determined that at least a value of 5 behaves the same as float (4). That's what I implemented in any case. I did previously determine that both Def Jam: Fight for New York and Fifa Street use an invalid normal format, but don't actually have lighting enabled when that normal vector is used, so it doesn't change rendering in practice.

The color component format also has two invalid values, but VertexLoader_Color.h/.cpp do check for those invalid ones and return a default value instead of doing an out of bounds access.
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On all platforms, this would result in out of bounds accesses when getting the component sizes (which uses stuff from VertexLoader_Position.h/VertexLoader_TextCoord.h/VertexLoader_Normal.h). On platforms other than x64 and ARM64, this would also be out of bounds accesses when getting function pointers for the non-JIT vertex loader (in VertexLoader_Position.cpp etc.). Usually both of these would get data from other entries in the same multi-dimensional array, but the last few entries would be truly out of bounds. This does mean that an out of bounds function pointer can be called on platforms that don't have a JIT vertex loader, but it is limited to invalid component formats with values 5/6/7 due to the size of the bitfield the formats come from, so it seems unlikely that this could be exploited in practice.

This issue affects a few games; Def Jam: Fight for New York (https://bugs.dolphin-emu.org/issues/12719) and Fifa Street are known to be affected.

I have not done any hardware testing for this PR specifically, though I *think* I previously determined that at least a value of 5 behaves the same as float (4). That's what I implemented in any case. I did previously determine that both Def Jam: Fight for New York and Fifa Street use an invalid normal format, but don't actually have lighting enabled when that normal vector is used, so it doesn't change rendering in practice.

The color component format also has two invalid values, but VertexLoader_Color.h/.cpp do check for those invalid ones and return a default value instead of doing an out of bounds access.
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</entry>
<entry>
<title>Add HDR to Metal</title>
<updated>2024-03-10T07:25:33+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-10T07:25:33+00:00</published>
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<id>153d0201a80cb5eec84239396a1d66efc04833fd</id>
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<entry>
<title>VideoCommon: Post to analytics when bug is overridden</title>
<updated>2024-01-29T05:24:23+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2024-01-27T23:39:12+00:00</published>
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<id>b7a451fc8775848eaf09aad02a3f8d9022fbde8e</id>
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<entry>
<title>VideoCommon: Add ability for backends to override bugs</title>
<updated>2024-01-29T05:24:22+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2023-05-18T01:15:33+00:00</published>
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<pre>
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<entry>
<title>VideoBackends:Multiple: Split up BUG_BROKEN_SUBGROUP_OPS</title>
<updated>2024-01-29T05:20:39+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2023-05-18T00:28:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=463269f704954d71ed4110fe4357f9249ac6ccab'/>
<id>463269f704954d71ed4110fe4357f9249ac6ccab</id>
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We now use subgroup ops for more than just a minor performance optimization
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We now use subgroup ops for more than just a minor performance optimization
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<entry>
<title>VideoBackends:MTL: Use SPIRV 1.5</title>
<updated>2024-01-28T00:47:13+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2023-05-18T00:05:23+00:00</published>
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<id>6243e50b2123a39470861403147724ab91444d90</id>
<content type='text'>
Allows non-constant simd broadcast, which is used by the ascii art shader
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Allows non-constant simd broadcast, which is used by the ascii art shader
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</entry>
<entry>
<title>Merge pull request #12370 from iwubcode/more_samplers</title>
<updated>2023-12-17T19:50:23+00:00</updated>
<author>
<name>Mai</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-17T19:50:23+00:00</published>
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<id>bcd74a81a96aa234d790c8f23ea8d610b2a148db</id>
<content type='text'>
VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16</content>
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VideoBackends / VideoCommon: update max pixel shader samplers from 8 to 16</pre>
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<entry>
<title>Merge pull request #12372 from iwubcode/texture_usage_flag</title>
<updated>2023-12-17T19:40:39+00:00</updated>
<author>
<name>Mai</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-17T19:40:39+00:00</published>
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<id>f589c04aa7684e72f9866d1d85e9cb32b3d281ca</id>
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VideoBackends / VideoCommon: add type enum to dictate how the texture is used; support texture 2d</content>
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VideoBackends / VideoCommon: add type enum to dictate how the texture is used; support texture 2d</pre>
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<entry>
<title>VideoBackends / VideoCommon: add type enum to dictate whether a texture is a 2D texture, a texture array, or a cube map; support 2D texture type across backends</title>
<updated>2023-12-15T17:06:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-10T01:00:11+00:00</published>
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<id>12dd15c8ddb587e2f76351b59e0097940061485b</id>
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Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
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Co-authored-by: TellowKrinkle &lt;tellowkrinkle@gmail.com&gt;
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