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<title>dolphin/Source/Core/VideoBackends/Software/SWVertexLoader.cpp, branch release-prep-2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Cache normals in addition to binormals and tangents</title>
<updated>2024-10-12T17:32:41+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2024-09-25T06:46:45+00:00</published>
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<id>937bb2aa2e12b635ba328af8de7c9a5d5963d084</id>
<content type='text'>
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used.

LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
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Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used.

LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
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</entry>
<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>Move BoundingBox out of RenderBase</title>
<updated>2023-01-31T06:41:24+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-29T14:40:15+00:00</published>
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They were essentially just pass-though methods
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They were essentially just pass-though methods
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</entry>
<entry>
<title>VideoCommon: De-globalize VertexShaderManager class.</title>
<updated>2022-12-28T14:52:29+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-12-28T14:38:46+00:00</published>
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<entry>
<title>Software: Remove dedicated texture/frame dumping infrastructure</title>
<updated>2022-09-27T01:25:54+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-09-26T22:30:56+00:00</published>
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<id>56fce3ba8a8a3645da0250fbac91b9940e45cf8c</id>
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Texture dumping can already be done using VideoCommon's system (and in fact the same setting already enabled *both* of these). Dumping objects/TEV stages/texture fetches doesn't currently have an equivalent, but could be added to the FIFO player instead.
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Texture dumping can already be done using VideoCommon's system (and in fact the same setting already enabled *both* of these). Dumping objects/TEV stages/texture fetches doesn't currently have an equivalent, but could be added to the FIFO player instead.
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</entry>
<entry>
<title>SW/Tev: Replace Tev::SetRegColor with Tev::SetKonstColors</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-26T21:24:47+00:00</published>
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<id>ae0fcd9a9f495bb11820545ae46dbe0827328b6b</id>
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</entry>
<entry>
<title>Show a panic alert if the CP matrix indices don't match the XF matrix indices</title>
<updated>2022-05-18T21:43:14+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-05-17T20:58:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8df55b492c52401f88393295479d6fbeba92ad9b'/>
<id>8df55b492c52401f88393295479d6fbeba92ad9b</id>
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This almost certainly never happens, but if it does we want to know.
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This almost certainly never happens, but if it does we want to know.
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</entry>
<entry>
<title>VideoCommon: Handle emboss texgen with only a single normal</title>
<updated>2022-04-22T23:54:38+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-04-14T05:03:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=2a5c77f43ff1d69e78f12f13435a38c5eb2ed854'/>
<id>2a5c77f43ff1d69e78f12f13435a38c5eb2ed854</id>
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Fixes a large number of effects in Rogue Squadron 2 and 3.
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Fixes a large number of effects in Rogue Squadron 2 and 3.
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</entry>
<entry>
<title>VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal</title>
<updated>2022-04-22T23:54:36+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-04-22T19:50:44+00:00</published>
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<entry>
<title>Software: Fix zfreeze with CullMode::All</title>
<updated>2022-04-09T03:05:32+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-11-30T01:51:02+00:00</published>
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