Erika

@rrika
785 Followers
277 Following
4.1K Posts
gpu compiler dev (@rrika9 on twitter)
LocationGlasgow
Happy 25th Birthday to the Game Boy Advance! Feels weird that mGBA is roughly the age now that the GBA was when I first started working on it.
and this I learned about because Microsoft had a bug in their implementation that allowed an attacker to perform a memcpy as the Defender process
https://www.pixiepointsecurity.com/blog/nday-cve-2021-31985/
Exploiting the Windows Defender `AsProtect` Heap Overflow Vulnerability | PixiePoint Security

In the security updates of June 2021, Microsoft patched a heap buffer overflow in the Windows Defender mpengine.dll assigned as CVE-2021-31985. The vulnerability was found by Google Project Zero (GP0) and reported on May 25, 2021. The Windows …

PixiePoint Security
it's for ASProtect which has apparently been studied by many, and microsoft has even written an unpacker for it (so that Defender can peek inside) but for which seemingly no one seems to have published any tools (just some hacky ollydbg workflows)
how many IDA Pro windows is too many?
1. packed dll
2. dll embedded in 1
3. exe in whose context I can observe unpacking of 1
4. merge of 1 and 2
5. simpler exe to test 4 in

GDC 2016: "Rendering 'Rainbow Six | Siege'" by Jalal Eddine El Mansouri of Ubisoft Montreal https://gdcvault.com/play/1023287/Rendering-Rainbow-Six-Siege

This presentation was a bit challenging to follow. There were 2 main topics of the presentation:

1. They try really really hard to reduce the number of draw calls they use. They do this in two ways: GPU-based culling (which seemed fairly standard to me), and by merging resources. For example, they have a single vertex buffer for the entire map.

1/6

Rendering 'Rainbow Six | Siege'

Rainbow Six | Siege is based on the first iteration of a new current gen only rendering engine. With massively and procedurally destructible levels, it was important to invest in techniques that allow for better scaling on both CPU and GPU. This...

Introducing AMD Smoldr, our open-source CLI to run #DirectX12 HLSL from simple text scripts.

🛠️ Compile shaders, create resources & pipelines
⚙️ Dispatch compute & ray tracing
🐞 Prototype/debug without C++

Faster iteration for DX12 devs 👇

https://gpuopen.com/learn/enhancing-directx-testing-with-smoldr/?utm_source=mastodon&utm_medium=social&utm_campaign=smoldr

Enhancing DirectX Testing with AMD Smoldr - AMD GPUOpen

Smoldr is an open-source command-line tool that runs DirectX 12 HLSL shaders from simple text scripts, letting you compile, create resources and pipelines, and dispatch compute or raytracing workloads without writing C++ code.

📅 Happy 31st anniversary to Descent!

💾 Descent was released on March 17th, 1995!

Der Körper verträgt alle Impfstoffe gut.
A few years ago I designed a way to detect bit-flips in Firefox crash reports and last year we deployed an actual memory tester that runs on user machines after the browser crashes. Today I was looking at the data that comes out of these tests and now I'm 100% positive that the heuristic is sound and a lot of the crashes we see are from users with bad memory or similarly flaky hardware. Here's a few numbers to give you an idea of how large the problem is. 🧵 1/5