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  • GTA 4 crashes (WIN7 64-bit)

    - by Damian
    Hi! I got those two errors when I'm trying to run GTA4: Opis: Critical runtime problem Podpis problemu: Nazwa zdarzenia problemu: APPLICATION CRASH System RAM: -1 Available RAM: -532590592 Number of CPUs: 4 Video Card Manufacturer: NVIDIA Video Card Description: NVIDIA GeForce 9800 GT Video Card Driver Version: 8.17.0012.5919 Wersja systemu operacyjnego: 6.1.7600.2.0.0.256.1 Identyfikator ustawien regionalnych: 1045 And the second error: Podpis problemu: Nazwa zdarzenia problemu: BEX Nazwa aplikacji: GTAIV.exe Wersja aplikacji: 1.0.7.0 Sygnatura czasowa aplikacji: 4bd9efbe Nazwa modulu z bledem: StackHash_fea7 Wersja modulu z bledem: 0.0.0.0 Sygnatura czasowa modulu z bledem: 00000000 Przesuniecie wyjatku: 0000b513 Kod wyjatku: c0000005 Dane wyjatku: 00000008 Wersja systemu operacyjnego: 6.1.7600.2.0.0.256.1 Identyfikator ustawien regionalnych: 1045 Dodatkowe informacje 1: fea7 Dodatkowe informacje 2: fea78afc140967119290cc27385e0510 Dodatkowe informacje 3: 20ce Dodatkowe informacje 4: 20ce3e492a2aa7e5b8cfe9b7b1f05b42 My PC spec: Proc: Intel i5 (4x2,66ghz) ;RAM: 8GB DDR3 1066mhz ;Graphics: ASUS EN9800GT/DI/1GD3 ;OS: WINDOWS 7 64-bit I think it should work well on my PC, I couldn't find the solution to get it working so I hope You can help me. P.S. Sorry for my English - I'm from Poland.

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  • C - circular character buffer w/ pthreads

    - by Matt
    I have a homework assignment where I have to implement a circular buffer and add and remove chars with separate threads: #include <pthread.h> #include <stdio.h> #define QSIZE 10 pthread_cond_t full,/* count == QSIZE */ empty,/* count == 0 */ ready; pthread_mutex_t m, n; /* implements critical section */ unsigned int iBuf, /* tail of circular queue */ oBuf; /* head of circular queue */ int count; /* count characters */ char buf [QSIZE]; /* the circular queue */ void Put(char s[]) {/* add "ch"; wait if full */ pthread_mutex_lock(&m); int size = sizeof(s)/sizeof(char); printf("size: %d", size); int i; for(i = 0; i < size; i++) { while (count >= QSIZE) pthread_cond_wait(&full, &m);/* is there empty slot? */ buf[iBuf] = s[i]; /* store the character */ iBuf = (iBuf+1) % QSIZE; /* increment mod QSIZE */ count++; if (count == 1) pthread_cond_signal(&empty);/* new character available */ } pthread_mutex_unlock(&m); } char Get() {/* remove "ch" from queue; wait if empty */ char ch; pthread_mutex_lock(&m); while (count <= 0) pthread_cond_wait(&empty, &m);/* is a character present? */ ch = buf[oBuf]; /* retrieve from the head of the queue */ oBuf = (oBuf+1) % QSIZE; count--; if (count == QSIZE-1) pthread_cond_signal(&full);/* signal existence of a slot */ pthread_mutex_unlock(&m); return ch; } void * p1(void *arg) { int i; for (i = 0; i < 5; i++) { Put("hella"); } } void * p2(void *arg) { int i; for (i = 0; i < 5; i++) { Put("goodby"); } } int main() { pthread_t t1, t2; void *r1, *r2; oBuf = 0; iBuf = 0; count=0; /* all slots are empty */ pthread_cond_init(&full, NULL); pthread_cond_init(&empty, NULL); pthread_mutex_init(&m, NULL); pthread_create(&t1, NULL, p1, &r1); pthread_create(&t2, NULL, p2, &r2); printf("Main"); char c; int i = 0; while (i < 55) { c = Get(); printf("%c",c); i++; } pthread_join(t1, &r1); pthread_join(t2, &r2); return 0; } I shouldn't have to change the logic much at all, the requirements are pretty specific. I think my problem lies in the Put() method. I think the first thread is going in and blocking the critical section and causing a deadlock. I was thinking I should make a scheduling attribute? Of course I could be wrong. I am pretty new to pthreads and concurrent programming, so I could really use some help spotting my error.

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  • Multiple Denial of Service (DoS) vulnerabilities in FreeType

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-1126 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 FreeType Font Engine Solaris 11 Contact Support Solaris 10 SPARC: 119812-16 X86: 119813-18 Solaris 9 Contact Support CVE-2012-1127 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1128 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1129 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1130 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1131 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1132 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1133 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1134 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1135 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1136 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1137 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1138 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1139 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1140 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1141 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1142 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 CVE-2012-1143 Numeric Errors vulnerability 4.3 CVE-2012-1144 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 9.3 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • OpenCL: Strange buffer or image bahaviour with NVidia but not Amd

    - by Alex R.
    I have a big problem (on Linux): I create a buffer with defined data, then an OpenCL kernel takes this data and puts it into an image2d_t. When working on an AMD C50 (Fusion CPU/GPU) the program works as desired, but on my GeForce 9500 GT the given kernel computes the correct result very rarely. Sometimes the result is correct, but very often it is incorrect. Sometimes it depends on very strange changes like removing unused variable declarations or adding a newline. I realized that disabling the optimization will increase the probability to fail. I have the most actual display driver in both systems. Here is my reduced code: #include <CL/cl.h> #include <string> #include <iostream> #include <sstream> #include <cmath> void checkOpenCLErr(cl_int err, std::string name){ const char* errorString[] = { "CL_SUCCESS", "CL_DEVICE_NOT_FOUND", "CL_DEVICE_NOT_AVAILABLE", "CL_COMPILER_NOT_AVAILABLE", "CL_MEM_OBJECT_ALLOCATION_FAILURE", "CL_OUT_OF_RESOURCES", "CL_OUT_OF_HOST_MEMORY", "CL_PROFILING_INFO_NOT_AVAILABLE", "CL_MEM_COPY_OVERLAP", "CL_IMAGE_FORMAT_MISMATCH", "CL_IMAGE_FORMAT_NOT_SUPPORTED", "CL_BUILD_PROGRAM_FAILURE", "CL_MAP_FAILURE", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "CL_INVALID_VALUE", "CL_INVALID_DEVICE_TYPE", "CL_INVALID_PLATFORM", "CL_INVALID_DEVICE", "CL_INVALID_CONTEXT", "CL_INVALID_QUEUE_PROPERTIES", "CL_INVALID_COMMAND_QUEUE", "CL_INVALID_HOST_PTR", "CL_INVALID_MEM_OBJECT", "CL_INVALID_IMAGE_FORMAT_DESCRIPTOR", "CL_INVALID_IMAGE_SIZE", "CL_INVALID_SAMPLER", "CL_INVALID_BINARY", "CL_INVALID_BUILD_OPTIONS", "CL_INVALID_PROGRAM", "CL_INVALID_PROGRAM_EXECUTABLE", "CL_INVALID_KERNEL_NAME", "CL_INVALID_KERNEL_DEFINITION", "CL_INVALID_KERNEL", "CL_INVALID_ARG_INDEX", "CL_INVALID_ARG_VALUE", "CL_INVALID_ARG_SIZE", "CL_INVALID_KERNEL_ARGS", "CL_INVALID_WORK_DIMENSION", "CL_INVALID_WORK_GROUP_SIZE", "CL_INVALID_WORK_ITEM_SIZE", "CL_INVALID_GLOBAL_OFFSET", "CL_INVALID_EVENT_WAIT_LIST", "CL_INVALID_EVENT", "CL_INVALID_OPERATION", "CL_INVALID_GL_OBJECT", "CL_INVALID_BUFFER_SIZE", "CL_INVALID_MIP_LEVEL", "CL_INVALID_GLOBAL_WORK_SIZE", }; if (err != CL_SUCCESS) { std::stringstream str; str << errorString[-err] << " (" << err << ")"; throw std::string(name)+(str.str()); } } int main(){ try{ cl_context m_context; cl_platform_id* m_platforms; unsigned int m_numPlatforms; cl_command_queue m_queue; cl_device_id m_device; cl_int error = 0; // Used to handle error codes clGetPlatformIDs(0,NULL,&m_numPlatforms); m_platforms = new cl_platform_id[m_numPlatforms]; error = clGetPlatformIDs(m_numPlatforms,m_platforms,&m_numPlatforms); checkOpenCLErr(error, "getPlatformIDs"); // Device error = clGetDeviceIDs(m_platforms[0], CL_DEVICE_TYPE_GPU, 1, &m_device, NULL); checkOpenCLErr(error, "getDeviceIDs"); // Context cl_context_properties properties[] = { CL_CONTEXT_PLATFORM, (cl_context_properties)(m_platforms[0]), 0}; m_context = clCreateContextFromType(properties, CL_DEVICE_TYPE_GPU, NULL, NULL, NULL); // m_private->m_context = clCreateContext(properties, 1, &m_private->m_device, NULL, NULL, &error); checkOpenCLErr(error, "Create context"); // Command-queue m_queue = clCreateCommandQueue(m_context, m_device, 0, &error); checkOpenCLErr(error, "Create command queue"); //Build program and kernel const char* source = "#pragma OPENCL EXTENSION cl_khr_byte_addressable_store : enable\n" "\n" "__kernel void bufToImage(__global unsigned char* in, __write_only image2d_t out, const unsigned int offset_x, const unsigned int image_width , const unsigned int maxval ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint width = get_global_size(0);\n" "\tint height = get_global_size(1);\n" "\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tif( maxval < 256 ){\n" "\t\tfloat4 c = (float4)(in[pos],in[pos+1],in[pos+2],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}else{\n" "\t\tfloat4 c = (float4)(255.0f*in[2*pos]+in[2*pos+1],255.0f*in[2*pos+2]+in[2*pos+3],255.0f*in[2*pos+4]+in[2*pos+5],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}\n" "}\n" "\n" "__constant sampler_t imageSampler = CLK_NORMALIZED_COORDS_FALSE | CLK_ADDRESS_CLAMP_TO_EDGE | CLK_FILTER_NEAREST;\n" "\n" "__kernel void imageToBuf(__read_only image2d_t in, __global unsigned char* out, const unsigned int offset_x, const unsigned int image_width ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tfloat4 c = read_imagef(in, imageSampler, (int2)(i,j));\n" "\tif( c.x <= 1.0f && c.y <= 1.0f && c.z <= 1.0f ){\n" "\t\tout[pos] = c.x*255.0f;\n" "\t\tout[pos+1] = c.y*255.0f;\n" "\t\tout[pos+2] = c.z*255.0f;\n" "\t}else{\n" "\t\tout[pos] = 200.0f;\n" "\t\tout[pos+1] = 0.0f;\n" "\t\tout[pos+2] = 255.0f;\n" "\t}\n" "}\n"; cl_int err; cl_program prog = clCreateProgramWithSource(m_context,1,&source,NULL,&err); if( -err != CL_SUCCESS ) throw std::string("clCreateProgramWithSources"); err = clBuildProgram(prog,0,NULL,"-cl-opt-disable",NULL,NULL); if( -err != CL_SUCCESS ) throw std::string("clBuildProgram(fromSources)"); cl_kernel kernel = clCreateKernel(prog,"bufToImage",&err); checkOpenCLErr(err,"CreateKernel"); cl_uint imageWidth = 8; cl_uint imageHeight = 9; //Initialize datas cl_uint maxVal = 255; cl_uint offsetX = 0; int size = imageWidth*imageHeight*3; int resSize = imageWidth*imageHeight*4; cl_uchar* data = new cl_uchar[size]; cl_float* expectedData = new cl_float[resSize]; for( int i = 0,j=0; i < size; i++,j++ ){ data[i] = (cl_uchar)i; expectedData[j] = (cl_float)i/255.0f; if ( i%3 == 2 ){ j++; expectedData[j] = 1.0f; } } cl_mem inBuffer = clCreateBuffer(m_context,CL_MEM_READ_ONLY|CL_MEM_COPY_HOST_PTR,size*sizeof(cl_uchar),data,&err); checkOpenCLErr(err, "clCreateBuffer()"); clFinish(m_queue); cl_image_format imgFormat; imgFormat.image_channel_order = CL_RGBA; imgFormat.image_channel_data_type = CL_FLOAT; cl_mem outImg = clCreateImage2D( m_context, CL_MEM_READ_WRITE, &imgFormat, imageWidth, imageHeight, 0, NULL, &err ); checkOpenCLErr(err,"get2DImage()"); clFinish(m_queue); size_t kernelRegion[]={imageWidth,imageHeight}; size_t kernelWorkgroup[]={1,1}; //Fill kernel with data clSetKernelArg(kernel,0,sizeof(cl_mem),&inBuffer); clSetKernelArg(kernel,1,sizeof(cl_mem),&outImg); clSetKernelArg(kernel,2,sizeof(cl_uint),&offsetX); clSetKernelArg(kernel,3,sizeof(cl_uint),&imageWidth); clSetKernelArg(kernel,4,sizeof(cl_uint),&maxVal); //Run kernel err = clEnqueueNDRangeKernel(m_queue,kernel,2,NULL,kernelRegion,kernelWorkgroup,0,NULL,NULL); checkOpenCLErr(err,"RunKernel"); clFinish(m_queue); //Check resulting data for validty cl_float* computedData = new cl_float[resSize];; size_t region[]={imageWidth,imageHeight,1}; const size_t offset[] = {0,0,0}; err = clEnqueueReadImage(m_queue,outImg,CL_TRUE,offset,region,0,0,computedData,0,NULL,NULL); checkOpenCLErr(err, "readDataFromImage()"); clFinish(m_queue); for( int i = 0; i < resSize; i++ ){ if( fabs(expectedData[i]-computedData[i])>0.1 ){ std::cout << "Expected: \n"; for( int j = 0; j < resSize; j++ ){ std::cout << expectedData[j] << " "; } std::cout << "\nComputed: \n"; std::cout << "\n"; for( int j = 0; j < resSize; j++ ){ std::cout << computedData[j] << " "; } std::cout << "\n"; throw std::string("Error, computed and expected data are not the same!\n"); } } }catch(std::string& e){ std::cout << "\nCaught an exception: " << e << "\n"; return 1; } std::cout << "Works fine\n"; return 0; } I also uploaded the source code for you to make it easier to test it: http://www.file-upload.net/download-3513797/strangeOpenCLError.cpp.html Please can you tell me if I've done wrong anything? Is there any mistake in the code or is this a bug in my driver? Best reagards, Alex

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  • Little more help with writing a o buffer with libjpeg

    - by Richard Knop
    So I have managed to find another question discussing how to use the libjpeg to compress an image to jpeg. I have found this code which is supposed to work: Compressing IplImage to JPEG using libjpeg in OpenCV Here's the code (it compiles ok): /* This a custom destination manager for jpeglib that enables the use of memory to memory compression. See IJG documentation for details. */ typedef struct { struct jpeg_destination_mgr pub; /* base class */ JOCTET* buffer; /* buffer start address */ int bufsize; /* size of buffer */ size_t datasize; /* final size of compressed data */ int* outsize; /* user pointer to datasize */ int errcount; /* counts up write errors due to buffer overruns */ } memory_destination_mgr; typedef memory_destination_mgr* mem_dest_ptr; /* ------------------------------------------------------------- */ /* MEMORY DESTINATION INTERFACE METHODS */ /* ------------------------------------------------------------- */ /* This function is called by the library before any data gets written */ METHODDEF(void) init_destination (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->pub.next_output_byte = dest->buffer; /* set destination buffer */ dest->pub.free_in_buffer = dest->bufsize; /* input buffer size */ dest->datasize = 0; /* reset output size */ dest->errcount = 0; /* reset error count */ } /* This function is called by the library if the buffer fills up I just reset destination pointer and buffer size here. Note that this behavior, while preventing seg faults will lead to invalid output streams as data is over- written. */ METHODDEF(boolean) empty_output_buffer (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->pub.next_output_byte = dest->buffer; dest->pub.free_in_buffer = dest->bufsize; ++dest->errcount; /* need to increase error count */ return TRUE; } /* Usually the library wants to flush output here. I will calculate output buffer size here. Note that results become incorrect, once empty_output_buffer was called. This situation is notified by errcount. */ METHODDEF(void) term_destination (j_compress_ptr cinfo) { mem_dest_ptr dest = (mem_dest_ptr)cinfo->dest; dest->datasize = dest->bufsize - dest->pub.free_in_buffer; if (dest->outsize) *dest->outsize += (int)dest->datasize; } /* Override the default destination manager initialization provided by jpeglib. Since we want to use memory-to-memory compression, we need to use our own destination manager. */ GLOBAL(void) jpeg_memory_dest (j_compress_ptr cinfo, JOCTET* buffer, int bufsize, int* outsize) { mem_dest_ptr dest; /* first call for this instance - need to setup */ if (cinfo->dest == 0) { cinfo->dest = (struct jpeg_destination_mgr *) (*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT, sizeof (memory_destination_mgr)); } dest = (mem_dest_ptr) cinfo->dest; dest->bufsize = bufsize; dest->buffer = buffer; dest->outsize = outsize; /* set method callbacks */ dest->pub.init_destination = init_destination; dest->pub.empty_output_buffer = empty_output_buffer; dest->pub.term_destination = term_destination; } /* ------------------------------------------------------------- */ /* MEMORY SOURCE INTERFACE METHODS */ /* ------------------------------------------------------------- */ /* Called before data is read */ METHODDEF(void) init_source (j_decompress_ptr dinfo) { /* nothing to do here, really. I mean. I'm not lazy or something, but... we're actually through here. */ } /* Called if the decoder wants some bytes that we cannot provide... */ METHODDEF(boolean) fill_input_buffer (j_decompress_ptr dinfo) { /* we can't do anything about this. This might happen if the provided buffer is either invalid with regards to its content or just a to small bufsize has been given. */ /* fail. */ return FALSE; } /* From IJG docs: "it's not clear that being smart is worth much trouble" So I save myself some trouble by ignoring this bit. */ METHODDEF(void) skip_input_data (j_decompress_ptr dinfo, INT32 num_bytes) { /* There might be more data to skip than available in buffer. This clearly is an error, so screw this mess. */ if ((size_t)num_bytes > dinfo->src->bytes_in_buffer) { dinfo->src->next_input_byte = 0; /* no buffer byte */ dinfo->src->bytes_in_buffer = 0; /* no input left */ } else { dinfo->src->next_input_byte += num_bytes; dinfo->src->bytes_in_buffer -= num_bytes; } } /* Finished with decompression */ METHODDEF(void) term_source (j_decompress_ptr dinfo) { /* Again. Absolute laziness. Nothing to do here. Boring. */ } GLOBAL(void) jpeg_memory_src (j_decompress_ptr dinfo, unsigned char* buffer, size_t size) { struct jpeg_source_mgr* src; /* first call for this instance - need to setup */ if (dinfo->src == 0) { dinfo->src = (struct jpeg_source_mgr *) (*dinfo->mem->alloc_small) ((j_common_ptr) dinfo, JPOOL_PERMANENT, sizeof (struct jpeg_source_mgr)); } src = dinfo->src; src->next_input_byte = buffer; src->bytes_in_buffer = size; src->init_source = init_source; src->fill_input_buffer = fill_input_buffer; src->skip_input_data = skip_input_data; src->term_source = term_source; /* IJG recommend to use their function - as I don't know **** about how to do better, I follow this recommendation */ src->resync_to_restart = jpeg_resync_to_restart; } All I need to do is replace the jpeg_stdio_dest in my program with this code: int numBytes = 0; //size of jpeg after compression char * storage = new char[150000]; //storage buffer JOCTET *jpgbuff = (JOCTET*)storage; //JOCTET pointer to buffer jpeg_memory_dest(&cinfo,jpgbuff,150000,&numBytes); So I need some help to incorporate the above four lines into this function which now works but writes to a file instead of a memory: int write_jpeg_file( char *filename ) { struct jpeg_compress_struct cinfo; struct jpeg_error_mgr jerr; /* this is a pointer to one row of image data */ JSAMPROW row_pointer[1]; FILE *outfile = fopen( filename, "wb" ); if ( !outfile ) { printf("Error opening output jpeg file %s\n!", filename ); return -1; } cinfo.err = jpeg_std_error( &jerr ); jpeg_create_compress(&cinfo); jpeg_stdio_dest(&cinfo, outfile); /* Setting the parameters of the output file here */ cinfo.image_width = width; cinfo.image_height = height; cinfo.input_components = bytes_per_pixel; cinfo.in_color_space = color_space; /* default compression parameters, we shouldn't be worried about these */ jpeg_set_defaults( &cinfo ); /* Now do the compression .. */ jpeg_start_compress( &cinfo, TRUE ); /* like reading a file, this time write one row at a time */ while( cinfo.next_scanline < cinfo.image_height ) { row_pointer[0] = &raw_image[ cinfo.next_scanline * cinfo.image_width * cinfo.input_components]; jpeg_write_scanlines( &cinfo, row_pointer, 1 ); } /* similar to read file, clean up after we're done compressing */ jpeg_finish_compress( &cinfo ); jpeg_destroy_compress( &cinfo ); fclose( outfile ); /* success code is 1! */ return 1; } Anybody could help me out a bit with it? I've tried meddling with it but I am not sure how to do it. I I just replace this line: jpeg_stdio_dest(&cinfo, outfile); It's not going to work. There is more stuff that needs to be changed a bit in that function and I am being a little lost from all those pointers and memory management.

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  • Mapping a Vertex Buffer in DirectX11

    - by judeclarke
    I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, currently right now there is a really bad flicker on this geometry. Although it is flickering, the flicker looks correct. I know it is the vertex buffer mapping because if I recreate the entire VB then it will render fine. However, as an optimization I figured I would just remap it. Does anyone know what the problem is? The length (width, size) of the vertex buffer is always the same. One might think it is double buffering, however, it would not be double buffering because it only happens when I map/unmap the buffer, so that leads me to believe that I am setting some parameters wrong on the creation or mapping. I am using DirectX11, my initialization and remap code are: Initialization code D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = vertCount * vertexTypeWidth; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; //bd.CPUAccessFlags = 0; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; mVertexType = vertexType; HRESULT hResult = device->CreateBuffer( &bd, &InitData, &m_pVertexBuffer ); // This will be S_OK if(hResult != S_OK) return false; Remap code D3D11_MAPPED_SUBRESOURCE resource; HRESULT hResult = deviceContext->Map(m_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); // This will be S_OK if(hResult != S_OK) return false; resource.pData = vertices; deviceContext->Unmap(m_pVertexBuffer, 0);

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  • Retrieve the full ASP.NET Form Buffer as a String

    - by Rick Strahl
    Did it again today: For logging purposes I needed to capture the full Request.Form data as a string and while it’s pretty easy to retrieve the buffer it always takes me a few minutes to remember how to do it. So I finally wrote a small helper function to accomplish this since this comes up rather frequently especially in debugging scenarios or in the immediate window. Here’s the quick function to get the form buffer as string: /// <summary> /// Returns the content of the POST buffer as string /// </summary> /// <returns></returns> public static string FormBufferToString() { HttpRequest Request = HttpContext.Current.Request; if (Request.TotalBytes > 0) return Encoding.Default.GetString(Request.BinaryRead(Request.TotalBytes)); return string.Empty; } Clearly a simple task, but handy to have in your library for reuse. You probably don’t want to call this if you have a massive inbound form buffer, or if the data you’re retrieving is binary. It’s probably a good idea to check the inbound content type before calling this function with something like this: var formBuffer = string.Empty; if (Request.ContentType.StartsWith("text/") || Request.ContentType == "application/x-www-form-urlencoded") ) { formBuffer = FormBufferToString(); } to ensure you’re working only on content types you can actually view as text. Now if I can only remember the name of this function in my library – it’s part of the static WebUtils class in the West Wind Web Toolkit if you want to check out a number of other useful Web helper functions.© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Why is it 8 here,understanding buffer overflow

    - by Mask
    void function(int a, int b, int c) { char buffer1[5]; char buffer2[10]; int *ret; ret = buffer1 + 12; (*ret) += 8;//why is it 8?? } void main() { int x; x = 0; function(1,2,3); x = 1; printf("%d\n",x); } The above demo is from here: http://insecure.org/stf/smashstack.html But it's not working here: D:\test>gcc -Wall -Wextra hw.cpp && a.exe hw.cpp: In function `void function(int, int, int)': hw.cpp:6: warning: unused variable 'buffer2' hw.cpp: At global scope: hw.cpp:4: warning: unused parameter 'a' hw.cpp:4: warning: unused parameter 'b' hw.cpp:4: warning: unused parameter 'c' 1 And I don't understand why it's 8 though the author thinks: A little math tells us the distance is 8 bytes.

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  • about buffer overflow

    - by Abed
    hello guys, I am new to the ethical hacking world, and one of the most important things is the stack overflow, anyway I coded a vulnerable C program which has a char name [400] statement, and when I try to run the program with 401A's it doesn't overflow, but the book which I am following says it must overflow and the logic sense says so, so what's wrong???

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  • HTML5 video - Safari (Mac) - live HLS stream - seek in live buffer

    - by bsnote
    I have the following HTML: <head> </head> <body> <button type="button" onclick="onSeek();">Seek</button> <video id="video" src="http://<host>/somevideo.m3u8" autoplay controls> </video> <script src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <script> function onSeek() { var video = $('#video')[0]; video.currentTime = -300; } </script> </body> When I open the page, the m3u8 playlist has already about 100 media segments (5 min). Since it's a live video it starts playing from one of the last media segments and video.currentTime is set to 0. video.seekable.start(i) and video.seekable.end(i) shows the seekable range which is 0..currentTime. How can I seek to the previous media segments, say 5 min back? video.currentTime = -300 doesn't work. It resets currentTime to 0.

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  • How to write to the OpenGL Depth Buffer

    - by Mikepote
    I'm trying to implement an old-school technique where a rendered background image AND preset depth information is used to occlude other objects in the scene. So for instance if you have a picture of a room with some wires hanging from the ceiling in the foreground, these are given a shallow depth value in the depthmap, and when rendered correctly, allows the character to walk "behind" the wires but in front of other objects in the room. So far I've tried creating a depth texture using: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Image.GetWidth(), Image.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); Then just binding it to a quad and rendering that over the screen, but it doesnt write the depth values from the texture. I've also tried: glDrawPixels(Image.GetWidth(), Image.GetHeight(), GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); But this slows down my framerate to about 0.25 fps... I know that you can do this in a pixelshader by setting the gl_fragDepth to a value from the texture, but I wanted to know if I could achieve this with non-pixelshader enabled hardware?

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  • Vim: How to create autocomplete/chooser from entries in buffer?

    - by Doug Avery
    Found out today that if you press Ctrl-Opt-Cmd-V in Textmate, it produces a cute little "chooser" dialogue in-place that allows you to page through your recent clipboard entries. It looks very similar to how CTRL-P and -N work in VIM, except it shows whole lines instead of simple word objects. It seems like this would be doable in VIM — it already has a buffer full of entries (the YankRing buffer, for example), and it already has a chooser, but I can't think of where I'd look to start putting these two together. Any ideas? (I know that YankRing already does this by opening a new window full of buffer content, but I wonder if there's a way to do it without all the window switching/closing/etc)

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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  • Is there anyway to programmably flush the buffer in log4net

    - by Henrik Stenbæk
    Hi I'm using log4net with AdoNetAppender. It's seems that the AdoNetAppender has a Flush method. Is there anyway I can call that from my code? I'm trying to create an admin page to view all the entries in the database log, and I will like to setup log4net with bufferSize=100 (or more), then I want the administrator to be able to click an button on the admin page to force log4net to write the buffered log entries to the database (without shutting down log4net). Is that possible?

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  • Is there a buffer size attached to stdout?

    - by jameswelle
    I am trying to find some information on data limits related to stdout on Windows. I can't seem to find the information on MSDN. Is there a limit to how much data can be written to stdout? If so, what happens if the limit is reached? Is the data lost? If stdout is redirected (for example, by launching the process from .Net and using the ProcessStartInfo.RedirectStandardOutput property), does that have any effect on how much data can be written? As I read from the stdout stream in the calling process, does that affect the limitations? Are these limits related in any way to named pipes?

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  • Getting the front buffer into a gfx mem surface (Dx9)

    - by lapin
    I'm using DirectX 9 to acquire the frontbuffer. There are a couple of ways I know of to get at the front buffer: GetRenderTargetData() GetFrontBufferData() The MSDN page on both of these API calls state that the data is copied from device memory to system memory. I'd like to copy the front buffer surface directly to another graphics memory surface, as I have other manipulations to perform on the acquired surface before returning it to system memory. I'm creating a D3DUSAGE_DYNAMIC texture (gfx mem texture) and calling GetFrontBufferData() to write the front buffer to my textures surface0. Is this valid? Will the operation remain in gfx memory, or will it need to move to system memory and then back to graphics memory? If this is the case, is what I'm trying to achieve possible?

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • Drawing using Dynamic Array and Buffer Object

    - by user1905910
    I have a problem when creating the vertex array and the indices array. I don't know what really is the problem with the code, but I guess is something with the type of the arrays, can someone please give me a light on this? #define GL_GLEXT_PROTOTYPES #include<GL/glut.h> #include<iostream> using namespace std; #define BUFFER_OFFSET(offset) ((GLfloat*) NULL + offset) const GLuint numDiv = 2; const GLuint numVerts = 9; GLuint VAO; void display(void) { enum vertex {VERTICES, INDICES, NUM_BUFFERS}; GLuint * buffers = new GLuint[NUM_BUFFERS]; GLfloat (*squareVerts)[2] = new GLfloat[numVerts][2]; GLubyte * indices = new GLubyte[numDiv*numDiv*4]; GLuint delta = 80/numDiv; for(GLuint i = 0; i < numVerts; i++) { squareVerts[i][1] = (i/(numDiv+1))*delta; squareVerts[i][0] = (i%(numDiv+1))*delta; } for(GLuint i=0; i < numDiv; i++){ for(GLuint j=0; j < numDiv; j++){ //cada iteracao gera 4 pontos #define NUM_VERT(ii,jj) ((ii)*(numDiv+1)+(jj)) #define INDICE(ii,jj) (4*((ii)*numDiv+(jj))) indices[INDICE(i,j)] = NUM_VERT(i,j); indices[INDICE(i,j)+1] = NUM_VERT(i,j+1); indices[INDICE(i,j)+2] = NUM_VERT(i+1,j+1); indices[INDICE(i,j)+3] = NUM_VERT(i+1,j); } } glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(NUM_BUFFERS, buffers); glBindBuffer(GL_ARRAY_BUFFER, buffers[VERTICES]); glBufferData(GL_ARRAY_BUFFER, sizeof(squareVerts), squareVerts, GL_STATIC_DRAW); glVertexPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[INDICES]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } void init() { glClearColor(0.0, 0.0, 0.0, 0.0); gluOrtho2D((GLdouble) -1.0, (GLdouble) 90.0, (GLdouble) -1.0, (GLdouble) 90.0); } int main(int argv, char** argc) { glutInit(&argv, argc); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow("myCode.cpp"); init(); glutDisplayFunc(display); glutMainLoop(); return 0; } Edit: The problem here is that drawing don't work at all. But I don't get any error, this just don't display what I want to display. Even if I put the code that make the vertices and put them in the buffers in a diferent function, this don't work. I just tried to do this: void display(void) { glBindVertexArray(VAO); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glDrawElements(GL_POINTS, 16, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); glutSwapBuffers(); } and I placed the rest of the code in display in another function that is called on the start of the program. But the problem still

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  • VIM Replace word with contents of paste buffer?

    - by plong
    I need to do a bunch of word replacements in a file and want to do it with a vi command, not an EX command such as :%s///g. I know that this is the typical way one replaces the word at the current cursor position: cw<text><esc> but is there a way to do this with the contents of the unnamed register as the replacement text and without overwriting the register?

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  • @CodeStock 2012 Review: Rob Gillen ( @argodev ) - Anatomy of a Buffer Overflow Attack

    Anatomy of a Buffer Overflow AttackSpeaker: Rob GillenTwitter: @argodevBlog: rob.gillenfamily.net Honestly, this talk was over my head due to my lack of knowledge of low level programming, and I think that most of the other attendees would agree. However I did get the basic concepts that we was trying to get across. Fortunately most high level programming languages handle most of the low level concerns regarding preventing buffer overflow attacks. What I got from this talk was to validate all input data from external sources.

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  • @CodeStock 2012 Review: Rob Gillen ( @argodev ) - Anatomy of a Buffer Overflow Attack

    Anatomy of a Buffer Overflow AttackSpeaker: Rob GillenTwitter: @argodevBlog: rob.gillenfamily.net Honestly, this talk was over my head due to my lack of knowledge of low level programming, and I think that most of the other attendees would agree. However I did get the basic concepts that we was trying to get across. Fortunately most high level programming languages handle most of the low level concerns regarding preventing buffer overflow attacks. What I got from this talk was to validate all input data from external sources.

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  • How can I set the buffer size for the underneath Socket UDP? C#

    - by Jack
    Hi all As we know for UDP receive, we use Socket.ReceiveFrom or UdpClient.receive Socket.ReceiveFrom accept a byte array from you to put the udp data in. UdpClient.receive returns directly a byte array where the data is My question is that How to set the buffer size inside Socket. I think the OS maintains its own buffer for receive UDP data, right? for e.g., if a udp packet is sent to my machine, the OS will put it to a buffer and wait us to Socket.ReceiveFrom or UdpClient.receive, right? How can I change the size of that internal buffer? I have tried Socket.ReceiveBuffSize, it has no effect at all for UDP, and it clearly said that it is for TCP window. Also I have done a lot of experiments which proves Socket.ReceiveBufferSize is NOT for UDP. Can anyone share some insights for UDP internal buffer??? Thanks

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  • What is the format of DXGI_FORMAT_D24_UNORM_S8_UINT?

    - by bobobobo
    I'm trying to read the values in a depth texture of type DXGI_FORMAT_D24_UNORM_S8_UINT. I know this means "24 bits for depth, 8 bits for stencil" "A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.", but how do you interpret those 24 bits? It's clearly not going to be a 32-bit int, and it's not going to be a 32-bit float. If it is an integer value, how "far away" is a value of "1" in the depth texture?

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