diff options
| author | Rye <rye@lindenlab.com> | 2025-01-23 18:40:19 -0500 | 
|---|---|---|
| committer | Rye <rye@lindenlab.com> | 2025-01-23 18:40:19 -0500 | 
| commit | 4763195e186f8c56c2ee92d4e0154c95aa011997 (patch) | |
| tree | dc1f37243597961c9389746fb0a12bb8c8e5d71c /indra/newview | |
| parent | 4ff56cfac8e3aaf1459c656306e2c18e7f63eaeb (diff) | |
Fix potential undefined behavior when converting to and from glm types from LLVector3/4 and fall back mul_mat4_vec3 to scalar implementation to attempt crash mitigation (#3339)
Diffstat (limited to 'indra/newview')
| -rw-r--r-- | indra/newview/gltfscenemanager.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llgltfmaterialpreviewmgr.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llhudrender.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/llpanelprimmediacontrols.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llreflectionmap.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/llsettingsvo.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llviewercamera.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llvoavatar.cpp | 10 | ||||
| -rw-r--r-- | indra/newview/pipeline.cpp | 30 | 
9 files changed, 30 insertions, 34 deletions
| diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp index ed66753267..2d6d9a153e 100644 --- a/indra/newview/gltfscenemanager.cpp +++ b/indra/newview/gltfscenemanager.cpp @@ -975,9 +975,9 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)      LLVector4a t;      agent_to_asset.affineTransform(gDebugRaycastStart, t); -    start = glm::make_vec4(t.getF32ptr()); +    start = vec4(t);      agent_to_asset.affineTransform(gDebugRaycastEnd, t); -    end = glm::make_vec4(t.getF32ptr()); +    end = vec4(t);      start.w = end.w = 1.0; diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp index cf6b08797d..da1f1a466f 100644 --- a/indra/newview/llgltfmaterialpreviewmgr.cpp +++ b/indra/newview/llgltfmaterialpreviewmgr.cpp @@ -472,9 +472,9 @@ bool LLGLTFPreviewTexture::render()      gPipeline.setupHWLights();      glm::mat4 mat = get_current_modelview(); -    glm::vec4 transformed_light_dir = glm::make_vec4(light_dir.mV); +    glm::vec4 transformed_light_dir(light_dir);      transformed_light_dir = mat * transformed_light_dir; -    SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(glm::value_ptr(transformed_light_dir))); +    SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir));      // Override lights to ensure the sun is always shining from a certain direction (low graphics)      // See also force_sun_direction_high_graphics and fixup_shader_constants      { diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index 135fba7897..6850e57b94 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -106,7 +106,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,      LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();      glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); -    glm::vec3 win_coord = glm::project(glm::make_vec3(render_pos.mV), get_current_modelview(), get_current_projection(), viewport); +    glm::vec3 win_coord = glm::project(glm::vec3(render_pos), get_current_modelview(), get_current_projection(), viewport);      //fonts all render orthographically, set up projection``      gGL.matrixMode(LLRender::MM_PROJECTION); diff --git a/indra/newview/llpanelprimmediacontrols.cpp b/indra/newview/llpanelprimmediacontrols.cpp index 4db0a5b59d..b8c12ce0b9 100644 --- a/indra/newview/llpanelprimmediacontrols.cpp +++ b/indra/newview/llpanelprimmediacontrols.cpp @@ -660,11 +660,11 @@ void LLPanelPrimMediaControls::updateShape()          for(; vert_it != vert_end; ++vert_it)          {              // project silhouette vertices into screen space -            glm::vec3 screen_vert(glm::make_vec3(vert_it->mV)); +            glm::vec3 screen_vert(*vert_it);              screen_vert = mul_mat4_vec3(mat, screen_vert);              // add to screenspace bounding box -            update_min_max(min, max, LLVector3(glm::value_ptr(screen_vert))); +            update_min_max(min, max, LLVector3(screen_vert));          }          // convert screenspace bbox to pixels (in screen coords) diff --git a/indra/newview/llreflectionmap.cpp b/indra/newview/llreflectionmap.cpp index 1196d138e9..f3adb52d5e 100644 --- a/indra/newview/llreflectionmap.cpp +++ b/indra/newview/llreflectionmap.cpp @@ -259,7 +259,7 @@ bool LLReflectionMap::getBox(LLMatrix4& box)              glm::mat4 mv(get_current_modelview());              LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));              mRadius = s.magVec(); -            glm::mat4 scale = glm::scale(glm::make_vec3(s.mV)); +            glm::mat4 scale = glm::scale(glm::vec3(s));              if (mViewerObject->mDrawable != nullptr)              {                  // object to agent space (no scale) diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 6f9d4a24bc..62df6cd275 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -1093,8 +1093,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)          LLVector4 waterPlane(enorm.x, enorm.y, enorm.z, -glm::dot(ep, enorm)); -        norm = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorNormal.mV); -        p    = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorPosition.mV); +        norm = glm::vec3(gPipeline.mHeroProbeManager.mMirrorNormal); +        p    = glm::vec3(gPipeline.mHeroProbeManager.mMirrorPosition);          enorm = mul_mat4_vec3(invtrans, norm);          enorm = glm::normalize(enorm);          ep = mul_mat4_vec3(mat, p); diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index aa43b2dbad..7d777162ed 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -420,7 +420,7 @@ bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord      LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();      glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); -    glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); +    glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport);      {          // convert screen coordinates to virtual UI coordinates @@ -514,7 +514,7 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,      LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();      glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); -    glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); +    glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport);      {          win_coord.x /= gViewerWindow->getDisplayScale().mV[VX]; diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 7bc9d06f9a..7bf9c88b99 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -1928,8 +1928,8 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&              glm::mat4 inverse = glm::inverse(mat);              glm::mat4 norm_mat = glm::transpose(inverse); -            glm::vec3 p1(glm::make_vec3(start.getF32ptr())); -            glm::vec3 p2(glm::make_vec3(end.getF32ptr())); +            glm::vec3 p1(start); +            glm::vec3 p2(end);              p1 = mul_mat4_vec3(inverse, p1);              p2 = mul_mat4_vec3(inverse, p2); @@ -1937,12 +1937,12 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&              LLVector3 position;              LLVector3 norm; -            if (linesegment_sphere(LLVector3(glm::value_ptr(p1)), LLVector3(glm::value_ptr(p2)), LLVector3(0,0,0), 1.f, position, norm)) +            if (linesegment_sphere(LLVector3(p1), LLVector3(p2), LLVector3(0,0,0), 1.f, position, norm))              { -                glm::vec3 res_pos(glm::make_vec3(position.mV)); +                glm::vec3 res_pos(position);                  res_pos = mul_mat4_vec3(mat, res_pos); -                 glm::vec3 res_norm(glm::make_vec3(norm.mV)); +                 glm::vec3 res_norm(norm);                  res_norm = glm::normalize(res_norm);                  res_norm = glm::mat3(norm_mat) * res_norm; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c6e6c454de..f91b054dd7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8396,13 +8396,13 @@ void LLPipeline::renderDeferredLighting()          setupHWLights();  // to set mSun/MoonDir; -        glm::vec4 tc(glm::make_vec4(mSunDir.mV)); +        glm::vec4 tc(mSunDir);          tc = mat * tc; -        mTransformedSunDir.set(glm::value_ptr(tc)); +        mTransformedSunDir.set(tc); -        glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); +        glm::vec4 tc_moon(mMoonDir);          tc_moon = mat * tc_moon; -        mTransformedMoonDir.set(glm::value_ptr(tc_moon)); +        mTransformedMoonDir.set(tc_moon);          if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0)          { @@ -8655,7 +8655,7 @@ void LLPipeline::renderDeferredLighting()                              continue;                          } -                        glm::vec3 tc(glm::make_vec3(c)); +                        glm::vec3 tc(center);                          tc = mul_mat4_vec3(mat, tc);                          fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); @@ -8762,13 +8762,12 @@ void LLPipeline::renderDeferredLighting()                      LLDrawable* drawablep = *iter;                      LLVOVolume* volume = drawablep->getVOVolume();                      LLVector3   center = drawablep->getPositionAgent(); -                    F32* c = center.mV;                      F32         light_size_final = volume->getLightRadius() * 1.5f;                      F32         light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);                      sVisibleLightCount++; -                    glm::vec3 tc(glm::make_vec3(c)); +                    glm::vec3 tc(center);                      tc = mul_mat4_vec3(mat, tc);                      setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); @@ -9903,10 +9902,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)      LLVector3 lightDir = -caster_dir;      lightDir.normVec(); -    glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); -      //create light space camera matrix -      LLVector3 at = lightDir;      LLVector3 up = camera.getAtAxis(); @@ -9958,9 +9954,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)          //get good split distances for frustum          for (U32 i = 0; i < fp.size(); ++i)          { -            glm::vec3 v(glm::make_vec3(fp[i].mV)); +            glm::vec3 v(fp[i]);              v = mul_mat4_vec3(saved_view, v); -            fp[i].setVec(glm::value_ptr(v)); +            fp[i] = LLVector3(v);          }          min = fp[0]; @@ -10109,9 +10105,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)              for (U32 i = 0; i < fp.size(); i++)              { -                glm::vec3 p = glm::make_vec3(fp[i].mV); +                glm::vec3 p(fp[i]);                  p = mul_mat4_vec3(view[j], p); -                wpf.push_back(LLVector3(glm::value_ptr(p))); +                wpf.push_back(LLVector3(p));              }              min = wpf[0]; @@ -10312,19 +10308,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera)                          view[j] = glm::inverse(view[j]);                          //llassert(origin.isFinite()); -                        glm::vec3 origin_agent(glm::make_vec3(origin.mV)); +                        glm::vec3 origin_agent(origin);                          //translate view to origin                          origin_agent = mul_mat4_vec3(view[j], origin_agent); -                        eye = LLVector3(glm::value_ptr(origin_agent)); +                        eye = LLVector3(origin_agent);                          //llassert(eye.isFinite());                          if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)                          {                              mShadowFrustOrigin[j] = eye;                          } -                        view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); +                        view[j] = look(LLVector3(origin_agent), lightDir, -up);                          F32 fx = 1.f/tanf(fovx);                          F32 fz = 1.f/tanf(fovz); | 
