- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
GLSL issue: findMSB of zero with clamp
Working on TheDarkMod game, we have bumped into an issue which looks like a driver bug.
Note that we have also found various workarounds, so we don't need any help with it. "Civic duty" is the only reason behind this post 😃
We have a SSAO shader on GLSL 1.40 with GL_ARB_gpu_shader5 enabled (sorry for such an old version). Here is a small excerpt from the code:
#define LOG_MAX_OFFSET (3)
int mipLevel = clamp(findMSB(int(ssR)) - LOG_MAX_OFFSET, 0, u_maxMipLevel);
When ssR is between 0.0 and 1.0, conversion to int should yield zero, and findMSB of zero should yield -1. The final value of mipLevel should be 0. However, it seems that in our case it equals u_maxMipLevel instead. Like if findMSB returned 0xffffffff instead of -1.
Interestingly, merely saving the result of findMSB into a variable solves the problem:
int msb = findMSB(int(ssR));
int mipLevel = clamp(msb - LOG_MAX_OFFSET, 0, u_maxMipLevel);
I have attached full code for the shaders. The code causing the problem is at line 84 of ssao.frag.glsl.
Sorry for no complete MWE.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
>0xffffffff instead of -1.
sorry for obvious tip/question
are you sure you do clamp(val, min, max) where min < max
clamp return INF when min>=max
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Well, I am "pretty sure" from what I see.
From what I read, clamp with minVal > maxVal should return maxVal.
But it is a bug either way because extracting a subexpression into a separate variable should not change the outcome.
