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[Android] Fix three limits in GLES2InfoFragment.java. #5

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merged 1 commit into from Jan 29, 2014

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lioncash
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@delroth
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delroth commented Jan 29, 2014

Why were these commented before? Would like more context (maybe in the commit message).

@lioncash
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@delroth HdkR had initially commented them out since integer range parsing hadn't been implemented at the time, and it was just forgotten about, I suppose.

Sonicadvance1 added a commit that referenced this pull request Jan 29, 2014
[Android] Fix three limits in GLES2InfoFragment.java.
@Sonicadvance1 Sonicadvance1 merged commit ac2ebd2 into dolphin-emu:master Jan 29, 2014
@lioncash lioncash deleted the android-info-fix branch January 29, 2014 12:48
delroth referenced this pull request Jul 12, 2014
Make the emulation stop asynchronous to prevent deadlocks.
delroth added a commit that referenced this pull request Aug 4, 2014
Isolate D3D and Software Renderer from wxWidgets code
JeremyRand pushed a commit to JeremyRand/dolphin that referenced this pull request Apr 1, 2015
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
… mode

Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
… mode

Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 (a regression starting in 93109df). I have no idea
what I'm doing with graphics shaders, and mostly just want to see what
happens when this goes through FifoCI.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 on my computer, macOS w/ Intel graphics (a
regression starting in 93109df). I have no idea what I'm doing with
graphics shaders, and mostly just want to see what happens when this goes
through FifoCI.

From a reading of ARB_blend_func_extended, it sounds like binding
dual-source blending outputs might be undefined when a dual-source blend
mode is not being used.
ligfx added a commit to ligfx/dolphin that referenced this pull request Oct 29, 2016
Makes the vines and flowers appear again in the New Super Mario Bros.
world map on World dolphin-emu#5 on my computer, macOS w/ Intel graphics (a
regression starting in 93109df). I have no idea what I'm doing with
graphics shaders, and mostly just want to see what happens when this goes
through FifoCI.

From a reading of ARB_blend_func_extended, it sounds like binding
dual-source blending outputs might be undefined when a dual-source blend
mode is not being used.
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 2, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 2, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 5, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 8, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 14, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
@ligfx ligfx mentioned this pull request Jul 19, 2017
leoetlino added a commit to leoetlino/dolphin that referenced this pull request Jul 21, 2017
Imports/exports don't always use the title key. Exporting a title and
importing it back uses the PRNG key (aka backup key handle or key dolphin-emu#5),
not the title key (at all).

To make things even more fun, some versions of IOS have a bug that
causes it to use a zeroed key instead of the PRNG key. When Nintendo
decided to fix it, they added checks to keep using the zeroed key only
in affected titles to avoid making existing exports useless.
(Thanks to tueidj for drawing my attention to this.
I missed this edge case during the initial implementation.)

This commit implements these checks so we are using the correct key
in all of these cases.

We now also use IOSC for decryption/encryption since built-in key
handles are used. And we now reject any invalid common key index,
just like ES.
@ghost ghost mentioned this pull request Feb 11, 2021
FaultyPine pushed a commit to FaultyPine/dolphin that referenced this pull request Apr 24, 2022
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