vic: Use the minimum of surface/frame dimensions when writing the final frame to the GPU
Addresses possible buffer overflow behavior.
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4fbec776d6
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@ -32,7 +32,7 @@ enum class VideoPixelFormat : u64_le {
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RGBA8 = 0x1f,
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RGBA8 = 0x1f,
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BGRA8 = 0x20,
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BGRA8 = 0x20,
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RGBX8 = 0x23,
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RGBX8 = 0x23,
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Yuv420 = 0x44,
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YUV420 = 0x44,
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};
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};
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} // Anonymous namespace
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} // Anonymous namespace
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@ -88,12 +88,10 @@ void Vic::Execute() {
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const u64 surface_width = config.surface_width_minus1 + 1;
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const u64 surface_width = config.surface_width_minus1 + 1;
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const u64 surface_height = config.surface_height_minus1 + 1;
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const u64 surface_height = config.surface_height_minus1 + 1;
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if (static_cast<u64>(frame->width) != surface_width ||
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if (static_cast<u64>(frame->width) != surface_width ||
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static_cast<u64>(frame->height) > surface_height) {
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static_cast<u64>(frame->height) != surface_height) {
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// TODO: Properly support multiple video streams with differing frame dimensions
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// TODO: Properly support multiple video streams with differing frame dimensions
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LOG_WARNING(Debug,
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LOG_WARNING(Service_NVDRV, "Frame dimensions {}x{} don't match surface dimensions {}x{}",
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"Frame dimensions {}x{} can't be safely decoded into surface dimensions {}x{}",
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frame->width, frame->height, surface_width, surface_height);
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frame->width, frame->height, surface_width, surface_height);
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return;
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}
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}
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switch (config.pixel_format) {
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switch (config.pixel_format) {
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case VideoPixelFormat::RGBA8:
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case VideoPixelFormat::RGBA8:
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@ -101,7 +99,7 @@ void Vic::Execute() {
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case VideoPixelFormat::RGBX8:
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case VideoPixelFormat::RGBX8:
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WriteRGBFrame(frame, config);
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WriteRGBFrame(frame, config);
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break;
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break;
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case VideoPixelFormat::Yuv420:
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case VideoPixelFormat::YUV420:
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WriteYUVFrame(frame, config);
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WriteYUVFrame(frame, config);
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break;
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break;
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default:
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default:
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@ -136,21 +134,20 @@ void Vic::WriteRGBFrame(const AVFrame* frame, const VicConfig& config) {
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scaler_height = frame->height;
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scaler_height = frame->height;
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converted_frame_buffer.reset();
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converted_frame_buffer.reset();
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}
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}
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// Get Converted frame
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const u32 width = static_cast<u32>(frame->width);
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const u32 height = static_cast<u32>(frame->height);
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const std::size_t linear_size = width * height * 4;
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// Only allocate frame_buffer once per stream, as the size is not expected to change
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if (!converted_frame_buffer) {
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if (!converted_frame_buffer) {
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converted_frame_buffer = AVMallocPtr{static_cast<u8*>(av_malloc(linear_size)), av_free};
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const size_t frame_size = frame->width * frame->height * 4;
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converted_frame_buffer = AVMallocPtr{static_cast<u8*>(av_malloc(frame_size)), av_free};
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}
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}
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const std::array<int, 4> converted_stride{frame->width * 4, frame->height * 4, 0, 0};
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const std::array<int, 4> converted_stride{frame->width * 4, frame->height * 4, 0, 0};
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u8* const converted_frame_buf_addr{converted_frame_buffer.get()};
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u8* const converted_frame_buf_addr{converted_frame_buffer.get()};
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sws_scale(scaler_ctx, frame->data, frame->linesize, 0, frame->height, &converted_frame_buf_addr,
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sws_scale(scaler_ctx, frame->data, frame->linesize, 0, frame->height, &converted_frame_buf_addr,
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converted_stride.data());
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converted_stride.data());
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// Use the minimum of surface/frame dimensions to avoid buffer overflow.
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const u32 surface_width = static_cast<u32>(config.surface_width_minus1) + 1;
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const u32 surface_height = static_cast<u32>(config.surface_height_minus1) + 1;
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const u32 width = std::min(surface_width, static_cast<u32>(frame->width));
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const u32 height = std::min(surface_height, static_cast<u32>(frame->height));
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const u32 blk_kind = static_cast<u32>(config.block_linear_kind);
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const u32 blk_kind = static_cast<u32>(config.block_linear_kind);
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if (blk_kind != 0) {
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if (blk_kind != 0) {
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// swizzle pitch linear to block linear
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// swizzle pitch linear to block linear
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@ -158,11 +155,12 @@ void Vic::WriteRGBFrame(const AVFrame* frame, const VicConfig& config) {
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const auto size = Texture::CalculateSize(true, 4, width, height, 1, block_height, 0);
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const auto size = Texture::CalculateSize(true, 4, width, height, 1, block_height, 0);
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luma_buffer.resize(size);
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luma_buffer.resize(size);
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Texture::SwizzleSubrect(width, height, width * 4, width, 4, luma_buffer.data(),
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Texture::SwizzleSubrect(width, height, width * 4, width, 4, luma_buffer.data(),
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converted_frame_buffer.get(), block_height, 0, 0);
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converted_frame_buf_addr, block_height, 0, 0);
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gpu.MemoryManager().WriteBlock(output_surface_luma_address, luma_buffer.data(), size);
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gpu.MemoryManager().WriteBlock(output_surface_luma_address, luma_buffer.data(), size);
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} else {
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} else {
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// send pitch linear frame
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// send pitch linear frame
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const size_t linear_size = width * height * 4;
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gpu.MemoryManager().WriteBlock(output_surface_luma_address, converted_frame_buf_addr,
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gpu.MemoryManager().WriteBlock(output_surface_luma_address, converted_frame_buf_addr,
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linear_size);
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linear_size);
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}
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}
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@ -173,9 +171,10 @@ void Vic::WriteYUVFrame(const AVFrame* frame, const VicConfig& config) {
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const std::size_t surface_width = config.surface_width_minus1 + 1;
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const std::size_t surface_width = config.surface_width_minus1 + 1;
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const std::size_t surface_height = config.surface_height_minus1 + 1;
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const std::size_t surface_height = config.surface_height_minus1 + 1;
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const std::size_t aligned_width = (surface_width + 0xff) & ~0xffUL;
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// Use the minimum of surface/frame dimensions to avoid buffer overflow.
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const auto frame_width = std::min(surface_width, static_cast<size_t>(frame->width));
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const auto frame_width = std::min(surface_width, static_cast<size_t>(frame->width));
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const auto frame_height = std::min(surface_height, static_cast<size_t>(frame->height));
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const auto frame_height = std::min(surface_height, static_cast<size_t>(frame->height));
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const std::size_t aligned_width = (surface_width + 0xff) & ~0xffUL;
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const auto stride = static_cast<size_t>(frame->linesize[0]);
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const auto stride = static_cast<size_t>(frame->linesize[0]);
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