| Age | Commit message (Collapse) | Author |
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Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
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VideoCommon: More specific subgroup op bugs
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smooth regardless of frame-times and matches keyboard events, this system was introduced in 1.87
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Replace Common::BitCast with std::bit_cast
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Up to four leaderboards are displayed in a window in the bottom right of the screen (vertically above challenge icons, if there are any). As per RetroAchievements standards, the markers only display the current leaderboard values with no further context necessary.
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blending is enabled
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Happened to find this when working on the previous commit.
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Now only VertexLoader remains... But that one might be tricky.
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To ensure memory safety, callers of GetPointer have to perform a bounds
check. But how is this bounds check supposed to be performed?
GetPointerForRange contained one implementation of a bounds check, but
it was cumbersome, and it also isn't obvious why it's correct.
To make doing the right thing easier, this commit changes GetPointer to
return a span that tells the caller how many bytes it's allowed to
access.
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window.
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VideoCommon: add xfbs hashes to present info if available
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Frame dump at raw internal resolution
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This fourth part of my series of patches to get rid of unsafe uses of
GetPointer takes care of the "easy" cases in VideoCommon. Three uses of
GetPointer now remain in Dolphin: VertexLoaderManager, TextureInfo, and
the software renderer's TextureSampler.
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screenshots and not videos (only videos encoders have this limit).
NOTE: this will likely trigger FIFOCI differences.
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also polish aspect ratio related code for clarity
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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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which also avoids the output window from being resized randomly to be a multiple of 4
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resolution, avoiding any scaling if possible.
This should make comparisons much more reliable as pixels wouldn't be smushed together or stretched.
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existing files.
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Add Custom Relative and Raw (Squared Pixels) aspect ratios
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Ensures that this always has a deterministic value on construction like
everything else in the class.
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Fix aspect ratio heuristics getting stuck to a state
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values when changing settings
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they are within a ~1 pixel treshold on one axis only.
This takes care of making the image clearer in some edge cases where the game was already running at near perfect
4:3 with no stretching, and the VI aspect ratio didn't match the XFB by one pixel, making the image stretched and blurry.
-Video: Fix `FindClosestIntegerResolution() using the window aspect ratio and not the draw aspect ratio, causing it to prefer
stretching over black bars in cases when it wasn't desirable.
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widescreen) (`m_is_game_widescreen` variable) if the user first forced the aspect ratio to 16:9/4:3 and then set it back to Auto.
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that they can be reused in the future for serialization
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VideoCommon: Don't use indexed output for fbfetch
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VideoCommon: handle asset memory going over reserved limit correctly
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from a GLTF file
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A nonzero index makes no sense, and Mesa doesn't like it when you supply an index
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VertexLoaderManager: Remove unused entry struct
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Same behavior, less code.
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This isn't used anywhere, so it can be removed.
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Ensures that these go into the ro section.
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We can use the string_view arguments to directly construct strings
inside of the global_result vector.
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We can just use holds_alternative here instead.
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VideoCommon/Statistics: Remove global system accessor from s_after_frame_event
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