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.
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
Use 1 of the same type as the stored value when shifting left. This
prevents undefined behavior caused by shifting an int more than 31 bits.
Previously iterator incrementation could either hang or prematurely
report it had reached the end of the bitset.
Jimmie Johnson's Anything with an Engine is known to use texture coordinate 7 (and only texture coordinate 7) in some cases. There are a lot of possible edge-cases, so this test brute-forces all combinations with coordinates 0, 1, and 2.
This test fails with the non-JIT vertex loader due to an issue fixed in a later commit in this PR. (Note that the non-JIT vertex loader is only used on machines where no JIT is available or if COMPARE_VERTEXLOADERS is enabled in VertexLoaderBase.cpp.)
This is a little trick I came up with that lets us restructure our float
classification code so we can exit earlier when the float is normal,
which is the case more often than not.
First we shift left by 1 to get rid of the sign bit, and then we count
the number of leading sign bits. If the result is less than 10 (for
doubles) or 7 (for floats), the float is normal. This is because, if the
float isn't normal, the exponent is either all zeroes or all ones.