projectM-visualizer / projectm

projectM - Cross-platform Music Visualization Library. Open-source and Milkdrop-compatible.
https://discord.gg/mMrxAqaa3W
GNU Lesser General Public License v2.1
3.22k stars 364 forks source link

Warp/composite mesh U/V coordinates cause issues with some preset shaders #724

Closed kblaschke closed 4 months ago

kblaschke commented 9 months ago

After the renderer rewrite, some presets still do not render properly, leaving parts or the whole the image black. A few presets where this is quite obvious are:

The reason for this is that some presets use U/V coordinates in the exponent part of the pow() function, which is not allowed to be negative. Since texture coordinates - at least in OpenGL - can be negative, this will cause the result to become NaN, breaking any subsequent calculations on the value. It might affect other presets as well, not causing clearly visible back areas but other less obvious artifacts as the values may not be in the range expetected by the preset author.

One possible fix might be to wrap the U/V coordinates in the warp mesh vertex shader to always be in the range [0...1[.

kblaschke commented 9 months ago

Note this isn't directly related to issue #725. While the other issue fixed some now superfluous negations in the u/v coordinates of the warp mesh, the issue here still remains unsolved.

kblaschke commented 4 months ago

@dpw13 has identified the issue to be undocumented, undefined and unexpected behavior in HLSL, causing some math functions like pow, sqrt and log to produce results even with negative input values, which - according to the HLSL documentation - should return NaN or Inf, but in reality seemingly take the absolute value of the parameter in question and thus return some kind of mirrored value.

Dane is fixing it in the hlslparser by adding abs() around the problematic parameters to make the shader behave in a similar fashion.

dpw13 commented 4 months ago

The following intrinsics have a limited domain where their output is defined and meaningful. Documentation for both HLSL shader model 3 and GLSL say that the output of sqrt(x) where x < 0, for instance, say the output is NaN. However, in reality this function returns sqrt(abs(x)) if x < 0 in DX9's shader model 3 implementation. This has been verified using BeatDrop 1.3.1 after installing DX9 (note that BeatDrop requires DX9 specifically; otherwise you'll get errors about shader model 3 being reported as supported but non-functional).

By creating a shader that plots the output of these intrinsics, we can easily verify the behavior of each intrinsic. Here are the presets I used to plot these intrinsics. The R+G channels plot the unmodified intrinsic. The B channel plots the modified function to be used in projectM. If the plot has no yellow or blue regions, these functions overlap perfectly.

math_presets.zip

The functions include:

The trigonometric functions are not perfect, but qualitatively mimic the shader model 3 implementation until the actual function can be found: image image

The sqrt and rsqrt functions clearly show the abs behavior: image image

kblaschke commented 4 months ago

There still are issues here and there, but the major part is done. Anything else, we'll fix over time - that is, if it's possible.