We will hunt down and depict the bug!
My nVidia GPU fails to divide 33,37,41,47,55,66,74,75,82 or 94 by itself
Just when i finished debugging a generative shader, that renders a texture for proper addressing of a hexagonal neighbourhood (see previous post), i ran into that glitch for edges of 21, 24, 28, 31 and probably others.
I started media player classic, opened it's nice little pixel shader editor and reduced the code to the fllowing lines:
(Sorry my bLog has no highlighting for HLSL yet.)
sampler s0 : register(s0);
float4 p0 : register(c0);
float4 main(float2 tex : TEXCOORD0) : COLOR {
// Map x to numbers 0 to 100:
float n = floor(tex.x * 100);
// This expression should always result 1.0, but due to rounding errors
// for n in {33,37,41,47,55,66,74,75,82,94} it's resulting below 1.0:
float err = trunc(1.01 * n ) / n;
// Let's visualize it
float4 c = 1.0;
// Original error in red:
c.r = frac( err );
// adding this epsilon prevents the rounding error in green:
c.g = frac( err + 0.000001);
// just a little less will not prevent the error in blue:
c.b = frac( err + 0.00000099);
// So, red is the error and green prevents it while blue shows up again, right?
// I get ten magenta stripes badly hidden in 90 black ones:
return c;
}
Obviously, the line in charge is the division by itself. To prevent the compiler from optimizing, i left one multiplication that should in any case lead to the original integer after the truncation:
float err = trunc(1.01 * n ) / n;
And that is what my media player shows up (open some dummy video file to reproduce it):
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