diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-03-05 19:23:24 -0500 |
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committer | GitHub <noreply@github.com> | 2025-03-05 19:23:24 -0500 |
commit | 51f2504cfea834dbb8fb0c543e40182abab0ac7f (patch) | |
tree | ac342fb7a1d1e54724254f9bd87cbeadf28d6bf9 | |
parent | f5a25a9d6a94e7899ddb04199e5c4fd2d56228d1 (diff) |
AMD NaN and inf propagation mitigation - #3663 (#3664)
#3663 On AMD, the world may be rendered in really strange colors.
6 files changed, 26 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 94711be473..0283104a76 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -80,6 +80,17 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); vec4 decodeNormal(vec4 norm); +vec3 clampHDRRange(vec3 color) +{ + // Why do this? + // There are situations where the color range will go to something insane - potentially producing infs and NaNs even. + // This is a safety measure to prevent that. + // As to the specific number there - allegedly some HDR displays expect values to be in the 0-11.2 range. Citation needed. + // -Geenz 2025-03-05 + color = mix(color, vec3(0.0), isnan(color)); + return clamp(color, vec3(0.0), vec3(11.2)); +} + float calcLegacyDistanceAttenuation(float distance, float falloff) { float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 9797bcd2ce..4e737492a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -69,6 +69,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) w += wg; } +vec3 clampHDRRange(vec3 color); + void main() { vec2 tc = vary_fragcoord.xy; @@ -120,5 +122,6 @@ void main() diff /= w; } + diff.rgb = clampHDRRange(diff.rgb); frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index befd2ae6da..4ccc6f54a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -43,6 +43,8 @@ vec3 legacyGamma(vec3 color) return c; } +vec3 clampHDRRange(vec3 color); + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) @@ -53,6 +55,7 @@ void main() diff.rgb = legacyGamma(diff.rgb); #endif - frag_color = max(diff, vec4(0)); + diff.rgb = clampHDRRange(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 32b0a1ac8e..c05b4eed7a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -71,6 +71,7 @@ float noise(vec2 x) { //============================= +vec3 clampHDRRange(vec3 color); void main() @@ -84,6 +85,7 @@ void main() diff.rgb += nz*0.003; #endif + diff.rgb = clampHDRRange(diff.rgb); frag_color = diff; gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl index c4610bffac..1f01c7f16a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl @@ -34,6 +34,8 @@ in vec2 vary_fragcoord; vec3 linear_to_srgb(vec3 cl); vec3 toneMap(vec3 color); +vec3 clampHDRRange(vec3 color); + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) @@ -45,6 +47,7 @@ void main() diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0)); #endif + diff.rgb = clampHDRRange(diff.rgb); //debugExposure(diff.rgb); frag_color = max(diff, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index aac75a0739..948387a6ed 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -104,6 +104,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 atten); GBufferInfo getGBuffer(vec2 screenpos); +vec3 clampHDRRange(vec3 color); void adjustIrradiance(inout vec3 irradiance, float ambocc) { @@ -278,6 +279,7 @@ void main() float final_scale = 1; if (classic_mode > 0) final_scale = 1.1; - frag_color.rgb = max(color.rgb * final_scale, vec3(0)); //output linear since local lights will be added to this shader's results + + frag_color.rgb = clampHDRRange(color.rgb * final_scale); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; } |