To implement bicubic interpolation for your generic Data struct, you can treat the problem similarly to your existing bilinear sampling, but perform the interpolation in two stages along each dimension. First, define a one-dimensional cubic interpolation function that takes four neighboring points aRead more
To implement bicubic interpolation for your generic Data struct, you can treat the problem similarly to your existing bilinear sampling, but perform the interpolation in two stages along each dimension. First, define a one-dimensional cubic interpolation function that takes four neighboring points along one axis and their corresponding fractional position (ranging from 0 to 1), performing weighted sums based on standard cubic interpolation coefficients. Your Data struct already has arithmetic operations (operator+, operator*) defined, which will enable you to combine these four data points easily with scalar weights in each interpolation step.
With this 1D interpolation in hand, the bicubic interpolation simplifies to applying your cubic interpolation function first along rows to collapse the 4×4 neighborhood into four intermediate values, then along the column of these four intermediate results using the fractional coordinate in the other dimension. By decomposing bicubic interpolation into sequential 1D interpolations, your implementation will become straightforward and adaptable to any generic data type. Clearly separate the coefficient calculation logic (e.g. cubic spline or Catmull-Rom spline coefficients) from data interpolation, and you’ll obtain a clean, reusable solution capable of smoothly interpolating arbitrary data types like your Data struct.
Bicubic Filtering Implementation for Custom Data Types Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let's break it down into manageable steps. Understanding Bicubic Interpolation Bicubic interpolation uses a weighted average of a 4x4 grid of pixels surrouRead more
Bicubic Filtering Implementation for Custom Data Types
Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let’s break it down into manageable steps.
Understanding Bicubic Interpolation
Bicubic interpolation uses a weighted average of a 4×4 grid of pixels surrounding the target pixel. The weights are calculated based on the distances from the target pixel to each pixel in the grid. Here’s how you can start:
Step 1: Create a Weight Calculation Function
You need a function that computes the weights based on the relative distances. The general formula for bicubic weights is based on the cubic Hermite polynomials.
float CubicWeight(float t) {
if (t < 0) t = -t;
if (t < 1) return (1.0f - 2.0f * t * t + t * t * t);
if (t < 2) return (4.0f - 8.0f * t + 5.0f * t * t - t * t * t);
return 0.0f;
}
Step 2: Implement the Bicubic Sampling Function
Your function will take a texture coordinate and use it to find the relevant textures. You'll need to fetch 16 neighboring pixels (assuming you have some way to access them as `Data` types).
template <typename T>
T TImage<T>::BicubicSampling(const Math::Vec2& texCoord) const {
// Get integer coordinates of the 4x4 grid
int x = static_cast(texCoord.x);
int y = static_cast(texCoord.y);
// Calculate fractional offsets
float xDiff = texCoord.x - x;
float yDiff = texCoord.y - y;
// Create an array for weights
Data results[4][4];
float weights[4][4];
// Fetch the neighbors and calculate weights
for (int i = -1; i <= 2; ++i) {
for (int j = -1; j <= 2; ++j) {
// Get neighbors here (be sure to handle texture edges)
results[i + 1][j + 1] = GetTextureData(x + i, y + j);
weights[i + 1][j + 1] = CubicWeight(i - xDiff) * CubicWeight(j - yDiff);
}
}
// Now perform the weighted average
Data finalResult;
float totalWeight = 0.0f;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
finalResult = finalResult + results[i][j] * weights[i][j];
totalWeight += weights[i][j];
}
}
// Normalize the result
if (totalWeight > 0) {
finalResult = finalResult * (1.0f / totalWeight);
}
return finalResult;
}
Step 3: Edge Case Handling
Make sure your `GetTextureData` function properly handles edge cases, so you don't access out-of-bounds data in texture grids.
Conclusion
This is a basic outline of how to implement bicubic sampling for your `Data` struct. The key parts are calculating the weights and making sure to handle the additional complexity of arbitrary data types correctly. Test thoroughly and refine based on your needs!
The behavior you're experiencing with Unity's terrain detail and tree distances sounds like it could be related to the terrain detail density settings, camera clipping distances, or possibly scene-specific rendering overrides. First, ensure your camera's far clipping plane is set high enough to accoRead more
The behavior you’re experiencing with Unity’s terrain detail and tree distances sounds like it could be related to the terrain detail density settings, camera clipping distances, or possibly scene-specific rendering overrides. First, ensure your camera’s far clipping plane is set high enough to accommodate longer viewing distances, and check if any custom scripts or scene-level settings might be overriding these terrain visibility parameters. It’s also a good idea to verify whether the terrain is properly marked as static, and that your project quality settings don’t impose stricter limits on detail and object rendering distances than the values you’re trying to set through the terrain settings.
Additionally, the odd behavior of visibility at very short or zero distances could indicate a known quirk or bug in Unity 6’s rendering pipeline, especially if you’re using the HDRP or URP render pipelines. To troubleshoot further, try isolating the terrain and removing any custom shaders or rendering scripts to confirm if the issue persists. Checking Unity’s official issue tracker and community forums can also help determine if this is a known issue. If all else fails and settings seem correct, filing a detailed bug report with Unity—accompanied by your screenshots—could help identify whether you’ve encountered a software-specific problem.
It sounds like you're having a tough time with the Unity terrain settings! From what you've described, it definitely feels like something's not working as it should. When you change the detail and tree distances, and things aren't reacting the way you expect, it can be super frustrating. First off,Read more
It sounds like you’re having a tough time with the Unity terrain settings! From what you’ve described, it definitely feels like something’s not working as it should. When you change the detail and tree distances, and things aren’t reacting the way you expect, it can be super frustrating.
First off, have you checked if the terrain layer settings have any overrides? Sometimes, if there are multiple terrains or layers, settings might not take effect as expected. Also, make sure the details (like grass or bushes) and trees are actually added to those settings; otherwise, it might seem like the distances don’t do anything.
Another idea is to look at your graphics settings. Unity’s quality settings for rendering can affect how things are displayed in your game. You could try changing the quality level to see if that affects how details and trees render at a distance.
If adjusting the settings brings trees in from far away but doesn’t make nearby details visible, you might also want to check your camera settings. Sometimes, the camera’s near clip plane can limit what it actually renders based on the distance.
It could also be a bug, especially if you’re on a newer or beta version of Unity. In that case, maybe check the Unity forums or bug reports to see if anyone else is having the same problem. Sometimes, patches are released to fix these quirky issues.
Lastly, if nothing else works, trying to reset the terrain settings back to default and then adjusting them a bit at a time might help you spot where the problem lies.
Hope you can figure it out soon! Unity is definitely powerful, but these little quirks can definitely challenge the creative flow.
The GameInput API returning E_NOTIMPL typically indicates that the method you're calling isn't implemented on that specific system or isn't recognizing an essential pre-condition. Since both your machines are practically identical in terms of software and hardware, it's possible there's a subtle varRead more
The GameInput API returning E_NOTIMPL typically indicates that the method you’re calling isn’t implemented on that specific system or isn’t recognizing an essential pre-condition. Since both your machines are practically identical in terms of software and hardware, it’s possible there’s a subtle variation in installed drivers, security software, or even Windows components. I’d first recommend using tools such as Dependency Walker or Process Monitor to compare the working and non-working environments closely. Pay particular attention to DLL calls or OS-level differences that could be causing the issue.
Another avenue worth checking is the DirectX and graphics driver status, as underlying interaction differences could trigger such discrepancies. Try reinstalling graphics and input-related drivers completely, or check if additional optional SDK components—perhaps DirectX SDK or varying versions of Visual C++ redistributables—exist on the working machine. Lastly, dive deeper into the registry using Registry Editors like RegEdit or ProcMon for hidden configuration entries. Comparing system snapshots of working vs non-working setups often uncovers hidden mismatches not readily visible through standard checks.
It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check: Check the Windows Features: Sometimes, specific features or components in Windows can have unexpected restrictions or configurations. Make sure thRead more
It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check:
Check the Windows Features: Sometimes, specific features or components in Windows can have unexpected restrictions or configurations. Make sure that both machines have the same Windows features enabled.
Look at Device Manager: Even if the hardware is the same, check if there are any driver issues or differences in settings in Device Manager. Sometimes, one machine might have a newer or older driver installed.
Environmental Variables: There might be path issues or environmental variable differences between the two systems. It could be worth looking into them to see if there’s anything that stands out.
Check for Conflicting Software: Sometimes, other software can interfere. Check if there’s anything running on the machine where it’s failing that could be causing issues, like game-related overlays or different input software.
Isolate the Problem: Try creating a very minimal application that uses `GameInputCreate` with no other dependencies to see if it still throws the same error. This could help identify if it’s something in the broader project setup or just specific to the GameInput API calls.
If you haven’t already, you might also want to dig into the Event Viewer for any related logs or errors that might give you more context. Good luck, and I hope you get it sorted out!
This issue frequently arises when working with Steamworks leaderboards due to misunderstanding the visibility settings or improper leaderboard initialization. First, ensure your leaderboard type within Steamworks' backend is set correctly—such as numeric, ascending or descending order—that matches yRead more
This issue frequently arises when working with Steamworks leaderboards due to misunderstanding the visibility settings or improper leaderboard initialization. First, ensure your leaderboard type within Steamworks’ backend is set correctly—such as numeric, ascending or descending order—that matches your intended behavior. Even if the Steam callback confirms that the upload operation succeeded, it doesn’t guarantee visibility or ranking on the leaderboard itself. Additionally, if your leaderboard is marked “trusted,” scores uploaded from Steam accounts not flagged as “trusted” (often developer test accounts) will not appear publicly.
Another common pitfall involves the transparency of leaderboard updates—the Steam Leaderboard APIs often require explicitly downloading the updated entries after uploading a new score to verify if the changes took effect. Therefore, after you receive a successful callback from SteamUserStats.UploadLeaderboardScore, make sure to invoke SteamUserStats.DownloadLeaderboardEntries to actually populate or update the entries. Without explicitly downloading, your score might still appear as zero or unranked simply because your local copy hasn’t yet synchronized the updated leaderboard. Finally, verifying steam callbacks and ensuring no exceptions occur silently during event handling in Unity is critical to avoid asynchronous or synchronization issues.
It sounds like you're really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing. First off, make sure you've got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you douRead more
It sounds like you’re really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing.
First off, make sure you’ve got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you double-check that the leaderboard is actually set up correctly in your Steamworks account (like the right type and settings)?
Another thing to consider is whether your game is running in the proper mode that allows leaderboard data to be written. If you’re testing locally, ensure you’re in a build that allows for real submissions.
Have you tried logging the leaderboard handle right before you call UploadLeaderboardScore? Sometimes, if the handle is not valid or still initializing, the score won’t get saved properly.
Also, after your success callback, give it a bit of time (maybe a minute or two) to show up in the leaderboard. Sometimes it doesn’t sync immediately, especially if the API is under heavy load.
If you’re passing additional stats, double-check that you’re sending them correctly. There might be limits or specific constraints that you’re hitting. Make sure those values are valid.
Lastly, if all else fails, maybe try restarting the Steam client. This can sometimes resolve weird sync issues. If there’s still no score appearing, reaching out on the Steamworks forums or checking similar threads can be really helpful too. Other developers might have experienced the same issue and could give you more insight!
What you're seeing in line 60 is most likely an artifact caused by incorrect interpretation of shader constants when decompiling shader bytecode. Shader assembly languages like the one RenderDoc displays sometimes represent constants in a misleading way, particularly if it misinterprets a floating-pRead more
What you’re seeing in line 60 is most likely an artifact caused by incorrect interpretation of shader constants when decompiling shader bytecode. Shader assembly languages like the one RenderDoc displays sometimes represent constants in a misleading way, particularly if it misinterprets a floating-point bit pattern as a literal float. This typically occurs when a hexadecimal constant originally intended as an integer or bit-pattern constant is mistakenly decoded as a float. Indeed, the instruction iadd should strictly handle integers, which strongly suggests that the huge float value you see is actually a misrepresentation. This often happens because the underlying shader bytecode uses the same 32-bit storage for float and integer constants, and the decompiler chooses a floating representation incorrectly.
To resolve this in your HLSL conversion, you most likely want to reinterpret the literal constant as a properly typed integer. Given your mention of a bytecode constant f8800000, it’s highly likely intended to be viewed through bitwise reinterpretation (asint() or asuint()) rather than a straight float value. Thus, converting it correctly would look something like r0.x = iadd(r0.x, asint(0xf8800000));. Using bitwise reinterpretation ensures stability and correctness in later computations, preventing potential NaNs or INF values that could arise from inappropriate float-to-int mismatches. If examined closely, shaders often do precisely such bit-level manipulations, particularly for encoding data or special sentinel values, so explicitly reinterpreting the constant value as an integer is the safest approach here.
Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use iadd with such a massive float value. From my understanding, iadd is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is hRead more
Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use iadd with such a massive float value.
From my understanding, iadd is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is happening under the hood. It’s like the shader is taking a float representation of that large number but then treating it as an integer for the operation.
Considering the value you found in the bytecode (f8800000), it would actually represent a very different number if interpreted as an integer. It’s likely that the large negative value is just a way to introduce a specific adjustment in your calculations without worrying about what type of data it originally was.
For converting to HLSL, you might need to consider the asint() operation or maybe something like asuint() dependent on how that shader expects data. The sign is tricky because you’re working with a float and an integer in one go. If you end up with a float like 4.16914E+09, it’s hinting at something possibly going wrong. NaNs and INFs can definitely pop up with mismanaged types or unexpected value ranges.
Maybe it’s worth leaving that line as-is unless you see it breaking something downstream. Debugging shader code feels like a dark tunnel sometimes, and sometimes those oddities are just how things are designed to work. If you figure it out, I’d love to hear how!
How can I implement bicubic sampling for arbitrary data types in my raytracer’s texture interpolation?
To implement bicubic interpolation for your generic Data struct, you can treat the problem similarly to your existing bilinear sampling, but perform the interpolation in two stages along each dimension. First, define a one-dimensional cubic interpolation function that takes four neighboring points aRead more
To implement bicubic interpolation for your generic
Data
struct, you can treat the problem similarly to your existing bilinear sampling, but perform the interpolation in two stages along each dimension. First, define a one-dimensional cubic interpolation function that takes four neighboring points along one axis and their corresponding fractional position (ranging from 0 to 1), performing weighted sums based on standard cubic interpolation coefficients. YourData
struct already has arithmetic operations (operator+
,operator*
) defined, which will enable you to combine these four data points easily with scalar weights in each interpolation step.With this 1D interpolation in hand, the bicubic interpolation simplifies to applying your cubic interpolation function first along rows to collapse the 4×4 neighborhood into four intermediate values, then along the column of these four intermediate results using the fractional coordinate in the other dimension. By decomposing bicubic interpolation into sequential 1D interpolations, your implementation will become straightforward and adaptable to any generic data type. Clearly separate the coefficient calculation logic (e.g. cubic spline or Catmull-Rom spline coefficients) from data interpolation, and you’ll obtain a clean, reusable solution capable of smoothly interpolating arbitrary data types like your
See lessData
struct.How can I implement bicubic sampling for arbitrary data types in my raytracer’s texture interpolation?
Bicubic Filtering Implementation for Custom Data Types Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let's break it down into manageable steps. Understanding Bicubic Interpolation Bicubic interpolation uses a weighted average of a 4x4 grid of pixels surrouRead more
Bicubic Filtering Implementation for Custom Data Types
Implementing bicubic sampling for your custom `Data` struct can be a bit challenging, but let’s break it down into manageable steps.
Understanding Bicubic Interpolation
Bicubic interpolation uses a weighted average of a 4×4 grid of pixels surrounding the target pixel. The weights are calculated based on the distances from the target pixel to each pixel in the grid. Here’s how you can start:
Step 1: Create a Weight Calculation Function
You need a function that computes the weights based on the relative distances. The general formula for bicubic weights is based on the cubic Hermite polynomials.
Step 2: Implement the Bicubic Sampling Function
Your function will take a texture coordinate and use it to find the relevant textures. You'll need to fetch 16 neighboring pixels (assuming you have some way to access them as `Data` types).
Step 3: Edge Case Handling
Make sure your `GetTextureData` function properly handles edge cases, so you don't access out-of-bounds data in texture grids.
Conclusion
This is a basic outline of how to implement bicubic sampling for your `Data` struct. The key parts are calculating the weights and making sure to handle the additional complexity of arbitrary data types correctly. Test thoroughly and refine based on your needs!
See lessWhy are detail and tree distances not functioning correctly in Unity 6, showing unexpected behavior when adjusting their settings?
The behavior you're experiencing with Unity's terrain detail and tree distances sounds like it could be related to the terrain detail density settings, camera clipping distances, or possibly scene-specific rendering overrides. First, ensure your camera's far clipping plane is set high enough to accoRead more
The behavior you’re experiencing with Unity’s terrain detail and tree distances sounds like it could be related to the terrain detail density settings, camera clipping distances, or possibly scene-specific rendering overrides. First, ensure your camera’s far clipping plane is set high enough to accommodate longer viewing distances, and check if any custom scripts or scene-level settings might be overriding these terrain visibility parameters. It’s also a good idea to verify whether the terrain is properly marked as static, and that your project quality settings don’t impose stricter limits on detail and object rendering distances than the values you’re trying to set through the terrain settings.
Additionally, the odd behavior of visibility at very short or zero distances could indicate a known quirk or bug in Unity 6’s rendering pipeline, especially if you’re using the HDRP or URP render pipelines. To troubleshoot further, try isolating the terrain and removing any custom shaders or rendering scripts to confirm if the issue persists. Checking Unity’s official issue tracker and community forums can also help determine if this is a known issue. If all else fails and settings seem correct, filing a detailed bug report with Unity—accompanied by your screenshots—could help identify whether you’ve encountered a software-specific problem.
See lessWhy are detail and tree distances not functioning correctly in Unity 6, showing unexpected behavior when adjusting their settings?
It sounds like you're having a tough time with the Unity terrain settings! From what you've described, it definitely feels like something's not working as it should. When you change the detail and tree distances, and things aren't reacting the way you expect, it can be super frustrating. First off,Read more
It sounds like you’re having a tough time with the Unity terrain settings! From what you’ve described, it definitely feels like something’s not working as it should. When you change the detail and tree distances, and things aren’t reacting the way you expect, it can be super frustrating.
First off, have you checked if the terrain layer settings have any overrides? Sometimes, if there are multiple terrains or layers, settings might not take effect as expected. Also, make sure the details (like grass or bushes) and trees are actually added to those settings; otherwise, it might seem like the distances don’t do anything.
Another idea is to look at your graphics settings. Unity’s quality settings for rendering can affect how things are displayed in your game. You could try changing the quality level to see if that affects how details and trees render at a distance.
If adjusting the settings brings trees in from far away but doesn’t make nearby details visible, you might also want to check your camera settings. Sometimes, the camera’s near clip plane can limit what it actually renders based on the distance.
It could also be a bug, especially if you’re on a newer or beta version of Unity. In that case, maybe check the Unity forums or bug reports to see if anyone else is having the same problem. Sometimes, patches are released to fix these quirky issues.
Lastly, if nothing else works, trying to reset the terrain settings back to default and then adjusting them a bit at a time might help you spot where the problem lies.
Hope you can figure it out soon! Unity is definitely powerful, but these little quirks can definitely challenge the creative flow.
See lessWhy does GameInputCreate return E_NOTIMPL on one Windows 10 machine but not another with identical setups?
The GameInput API returning E_NOTIMPL typically indicates that the method you're calling isn't implemented on that specific system or isn't recognizing an essential pre-condition. Since both your machines are practically identical in terms of software and hardware, it's possible there's a subtle varRead more
The GameInput API returning
E_NOTIMPL
typically indicates that the method you’re calling isn’t implemented on that specific system or isn’t recognizing an essential pre-condition. Since both your machines are practically identical in terms of software and hardware, it’s possible there’s a subtle variation in installed drivers, security software, or even Windows components. I’d first recommend using tools such as Dependency Walker or Process Monitor to compare the working and non-working environments closely. Pay particular attention to DLL calls or OS-level differences that could be causing the issue.Another avenue worth checking is the DirectX and graphics driver status, as underlying interaction differences could trigger such discrepancies. Try reinstalling graphics and input-related drivers completely, or check if additional optional SDK components—perhaps DirectX SDK or varying versions of Visual C++ redistributables—exist on the working machine. Lastly, dive deeper into the registry using Registry Editors like RegEdit or ProcMon for hidden configuration entries. Comparing system snapshots of working vs non-working setups often uncovers hidden mismatches not readily visible through standard checks.
See lessWhy does GameInputCreate return E_NOTIMPL on one Windows 10 machine but not another with identical setups?
It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check: Check the Windows Features: Sometimes, specific features or components in Windows can have unexpected restrictions or configurations. Make sure thRead more
It sounds super frustrating to deal with that kind of inconsistency between two identical machines. Here are a few things you might want to try or check:
If you haven’t already, you might also want to dig into the Event Viewer for any related logs or errors that might give you more context. Good luck, and I hope you get it sorted out!
See lessWhy are my uploaded Steam leaderboard scores not reflecting correctly despite receiving a success message and global rank of 0?
This issue frequently arises when working with Steamworks leaderboards due to misunderstanding the visibility settings or improper leaderboard initialization. First, ensure your leaderboard type within Steamworks' backend is set correctly—such as numeric, ascending or descending order—that matches yRead more
This issue frequently arises when working with Steamworks leaderboards due to misunderstanding the visibility settings or improper leaderboard initialization. First, ensure your leaderboard type within Steamworks’ backend is set correctly—such as numeric, ascending or descending order—that matches your intended behavior. Even if the Steam callback confirms that the upload operation succeeded, it doesn’t guarantee visibility or ranking on the leaderboard itself. Additionally, if your leaderboard is marked “trusted,” scores uploaded from Steam accounts not flagged as “trusted” (often developer test accounts) will not appear publicly.
Another common pitfall involves the transparency of leaderboard updates—the Steam Leaderboard APIs often require explicitly downloading the updated entries after uploading a new score to verify if the changes took effect. Therefore, after you receive a successful callback from
See lessSteamUserStats.UploadLeaderboardScore
, make sure to invokeSteamUserStats.DownloadLeaderboardEntries
to actually populate or update the entries. Without explicitly downloading, your score might still appear as zero or unranked simply because your local copy hasn’t yet synchronized the updated leaderboard. Finally, verifying steam callbacks and ensuring no exceptions occur silently during event handling in Unity is critical to avoid asynchronous or synchronization issues.Why are my uploaded Steam leaderboard scores not reflecting correctly despite receiving a success message and global rank of 0?
It sounds like you're really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing. First off, make sure you've got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you douRead more
It sounds like you’re really struggling with this leaderboard issue, and I totally get your frustration! Sometimes, stuff with APIs can be super confusing.
First off, make sure you’ve got everything set up right in your Steamworks settings. It’s easy to overlook some small details there. Did you double-check that the leaderboard is actually set up correctly in your Steamworks account (like the right type and settings)?
Another thing to consider is whether your game is running in the proper mode that allows leaderboard data to be written. If you’re testing locally, ensure you’re in a build that allows for real submissions.
Have you tried logging the leaderboard handle right before you call
UploadLeaderboardScore
? Sometimes, if the handle is not valid or still initializing, the score won’t get saved properly.Also, after your success callback, give it a bit of time (maybe a minute or two) to show up in the leaderboard. Sometimes it doesn’t sync immediately, especially if the API is under heavy load.
If you’re passing additional stats, double-check that you’re sending them correctly. There might be limits or specific constraints that you’re hitting. Make sure those values are valid.
Lastly, if all else fails, maybe try restarting the Steam client. This can sometimes resolve weird sync issues. If there’s still no score appearing, reaching out on the Steamworks forums or checking similar threads can be really helpful too. Other developers might have experienced the same issue and could give you more insight!
Good luck! You’ll figure it out!
See lessWhy is an integer operation using a massive float in line 60 of the decompiled shader code?
What you're seeing in line 60 is most likely an artifact caused by incorrect interpretation of shader constants when decompiling shader bytecode. Shader assembly languages like the one RenderDoc displays sometimes represent constants in a misleading way, particularly if it misinterprets a floating-pRead more
What you’re seeing in line 60 is most likely an artifact caused by incorrect interpretation of shader constants when decompiling shader bytecode. Shader assembly languages like the one RenderDoc displays sometimes represent constants in a misleading way, particularly if it misinterprets a floating-point bit pattern as a literal float. This typically occurs when a hexadecimal constant originally intended as an integer or bit-pattern constant is mistakenly decoded as a float. Indeed, the instruction
iadd
should strictly handle integers, which strongly suggests that the huge float value you see is actually a misrepresentation. This often happens because the underlying shader bytecode uses the same 32-bit storage for float and integer constants, and the decompiler chooses a floating representation incorrectly.To resolve this in your HLSL conversion, you most likely want to reinterpret the literal constant as a properly typed integer. Given your mention of a bytecode constant
See lessf8800000
, it’s highly likely intended to be viewed through bitwise reinterpretation (asint()
orasuint()
) rather than a straight float value. Thus, converting it correctly would look something liker0.x = iadd(r0.x, asint(0xf8800000));
. Using bitwise reinterpretation ensures stability and correctness in later computations, preventing potential NaNs or INF values that could arise from inappropriate float-to-int mismatches. If examined closely, shaders often do precisely such bit-level manipulations, particularly for encoding data or special sentinel values, so explicitly reinterpreting the constant value as an integer is the safest approach here.Why is an integer operation using a massive float in line 60 of the decompiled shader code?
Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use iadd with such a massive float value. From my understanding, iadd is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is hRead more
Wow, that shader code segment is definitely a head-scratcher, especially line 60! It seems really strange to use
iadd
with such a massive float value.From my understanding,
iadd
is intended for integer addition, while the number you found, which fits as a float, implies some type of conversion is happening under the hood. It’s like the shader is taking a float representation of that large number but then treating it as an integer for the operation.Considering the value you found in the bytecode (
f8800000
), it would actually represent a very different number if interpreted as an integer. It’s likely that the large negative value is just a way to introduce a specific adjustment in your calculations without worrying about what type of data it originally was.For converting to HLSL, you might need to consider the
asint()
operation or maybe something likeasuint()
dependent on how that shader expects data. The sign is tricky because you’re working with a float and an integer in one go. If you end up with a float like4.16914E+09
, it’s hinting at something possibly going wrong. NaNs and INFs can definitely pop up with mismanaged types or unexpected value ranges.Maybe it’s worth leaving that line as-is unless you see it breaking something downstream. Debugging shader code feels like a dark tunnel sometimes, and sometimes those oddities are just how things are designed to work. If you figure it out, I’d love to hear how!
See less