Merge pull request #3468 from secondlife/rye/forever-3339

Fall back mul_mat4_vec3 to scalar implementation to attempt crash mitigation
master
Rye 2025-01-23 23:10:57 -05:00 committed by GitHub
commit aa02a5b3f4
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13 changed files with 157 additions and 44 deletions

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@ -33,6 +33,9 @@ class LLRotation;
#include <assert.h>
#include "llpreprocessor.h"
#include "llmemory.h"
#include "glm/vec3.hpp"
#include "glm/vec4.hpp"
#include "glm/gtc/type_ptr.hpp"
///////////////////////////////////
// FIRST TIME USERS PLEASE READ
@ -364,6 +367,16 @@ public:
inline operator LLQuad() const;
explicit inline operator glm::vec3() const
{
return glm::make_vec3(getF32ptr());
};
explicit inline operator glm::vec4() const
{
return glm::make_vec4(getF32ptr());
};
private:
LLQuad mQ{};
};

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@ -31,6 +31,11 @@
#include "llmath.h"
#include "llsd.h"
#include "glm/vec3.hpp"
#include "glm/vec4.hpp"
#include "glm/gtc/type_ptr.hpp"
class LLVector2;
class LLVector4;
class LLVector4a;
@ -66,6 +71,11 @@ class LLVector3
explicit LLVector3(const LLVector4a& vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2])
explicit LLVector3(const LLSD& sd);
// GLM interop
explicit LLVector3(const glm::vec3& vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
explicit LLVector3(const glm::vec4& vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
explicit inline operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2])
explicit inline operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], 1)
LLSD getValue() const;
@ -92,6 +102,8 @@ class LLVector3
inline void set(const F32 *vec); // Sets LLVector3 to vec
const LLVector3& set(const LLVector4 &vec);
const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec
inline void set(const glm::vec4& vec); // Sets LLVector3 to vec
inline void set(const glm::vec3& vec); // Sets LLVector3 to vec
inline void setVec(F32 x, F32 y, F32 z); // deprecated
inline void setVec(const LLVector3 &vec); // deprecated
@ -190,6 +202,20 @@ inline LLVector3::LLVector3(const F32 *vec)
mV[VZ] = vec[VZ];
}
inline LLVector3::LLVector3(const glm::vec3& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
}
inline LLVector3::LLVector3(const glm::vec4& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
}
/*
inline LLVector3::LLVector3(const LLVector3 &copy)
{
@ -259,6 +285,20 @@ inline void LLVector3::set(const F32 *vec)
mV[2] = vec[2];
}
inline void LLVector3::set(const glm::vec4& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
}
inline void LLVector3::set(const glm::vec3& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
}
// deprecated
inline void LLVector3::setVec(F32 x, F32 y, F32 z)
{
@ -471,6 +511,17 @@ inline LLVector3 operator-(const LLVector3 &a)
return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] );
}
inline LLVector3::operator glm::vec3() const
{
// Do not use glm::make_vec3 it can result in a buffer overrun on some platforms due to glm::vec3 being a simd vector internally
return glm::vec3(mV[VX], mV[VY], mV[VZ]);
}
inline LLVector3::operator glm::vec4() const
{
return glm::vec4(mV[VX], mV[VY], mV[VZ], 1.f);
}
inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b)
{
F32 x = a.mV[0] - b.mV[0];

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@ -32,6 +32,10 @@
#include "v3math.h"
#include "v2math.h"
#include "glm/vec3.hpp"
#include "glm/vec4.hpp"
#include "glm/gtc/type_ptr.hpp"
class LLMatrix3;
class LLMatrix4;
class LLQuaternion;
@ -73,6 +77,11 @@ class LLVector4
mV[3] = (F32)sd[3].asReal();
}
// GLM interop
explicit LLVector4(const glm::vec3& vec); // Initializes LLVector4 to (vec, 1)
explicit LLVector4(const glm::vec4& vec); // Initializes LLVector4 to vec
explicit operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2])
explicit operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], vec[3])
inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
@ -85,6 +94,8 @@ class LLVector4
inline void set(const LLVector4 &vec); // Sets LLVector4 to vec
inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec
inline void set(const F32 *vec); // Sets LLVector4 to vec
inline void set(const glm::vec4& vec); // Sets LLVector4 to vec
inline void set(const glm::vec3& vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec with w defaulted to 1
inline void setVec(F32 x, F32 y, F32 z); // deprecated
inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated
@ -223,6 +234,21 @@ inline LLVector4::LLVector4(const LLSD &sd)
setValue(sd);
}
inline LLVector4::LLVector4(const glm::vec3& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
mV[VW] = 1.f;
}
inline LLVector4::LLVector4(const glm::vec4& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
mV[VW] = vec.w;
}
inline bool LLVector4::isFinite() const
{
@ -297,6 +323,21 @@ inline void LLVector4::set(const F32 *vec)
mV[VW] = vec[VW];
}
inline void LLVector4::set(const glm::vec4& vec)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
mV[VW] = vec.w;
}
inline void LLVector4::set(const glm::vec3& vec, F32 w)
{
mV[VX] = vec.x;
mV[VY] = vec.y;
mV[VZ] = vec.z;
mV[VW] = w;
}
// deprecated
inline void LLVector4::setVec(F32 x, F32 y, F32 z)
@ -466,6 +507,16 @@ inline LLVector4 operator-(const LLVector4 &a)
return LLVector4( -a.mV[VX], -a.mV[VY], -a.mV[VZ] );
}
inline LLVector4::operator glm::vec3() const
{
return glm::vec3(mV[VX], mV[VY], mV[VZ]);
}
inline LLVector4::operator glm::vec4() const
{
return glm::make_vec4(mV);
}
inline F32 dist_vec(const LLVector4 &a, const LLVector4 &b)
{
LLVector4 vec = a - b;

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@ -737,9 +737,8 @@ void LLLightState::setPosition(const LLVector4& position)
++gGL.mLightHash;
mPosition = position;
//transform position by current modelview matrix
glm::vec4 pos(glm::make_vec4(position.mV));
const glm::mat4& mat = gGL.getModelviewMatrix();
pos = mat * pos;
glm::vec4 pos(position);
pos = gGL.getModelviewMatrix() * pos;
mPosition.set(glm::value_ptr(pos));
}
@ -794,7 +793,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction)
++gGL.mLightHash;
//transform direction by current modelview matrix
glm::vec3 dir(glm::make_vec3(direction.mV));
glm::vec3 dir(direction);
const glm::mat3 mat(gGL.getModelviewMatrix());
dir = mat * dir;
@ -2088,12 +2087,14 @@ void set_last_projection(const glm::mat4& mat)
glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec)
{
//const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3];
//return glm::vec3(
// (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w,
// (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w,
// (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w
//);
#if 1 // SIMD path results in strange crashes. Fall back to scalar for now.
const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3];
return glm::vec3(
(vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w,
(vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w,
(vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w
);
#else
LLVector4a x, y, z, s, t, p, q;
x.splat(vec.x);
@ -2123,4 +2124,5 @@ glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec)
res.setAdd(x, z);
res.div(q);
return glm::make_vec3(res.getF32ptr());
#endif
}

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@ -975,9 +975,9 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
LLVector4a t;
agent_to_asset.affineTransform(gDebugRaycastStart, t);
start = glm::make_vec4(t.getF32ptr());
start = vec4(t);
agent_to_asset.affineTransform(gDebugRaycastEnd, t);
end = glm::make_vec4(t.getF32ptr());
end = vec4(t);
start.w = end.w = 1.0;

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@ -472,9 +472,9 @@ bool LLGLTFPreviewTexture::render()
gPipeline.setupHWLights();
glm::mat4 mat = get_current_modelview();
glm::vec4 transformed_light_dir = glm::make_vec4(light_dir.mV);
glm::vec4 transformed_light_dir(light_dir);
transformed_light_dir = mat * transformed_light_dir;
SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(glm::value_ptr(transformed_light_dir)));
SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir));
// Override lights to ensure the sun is always shining from a certain direction (low graphics)
// See also force_sun_direction_high_graphics and fixup_shader_constants
{

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@ -106,7 +106,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight());
glm::vec3 win_coord = glm::project(glm::make_vec3(render_pos.mV), get_current_modelview(), get_current_projection(), viewport);
glm::vec3 win_coord = glm::project(glm::vec3(render_pos), get_current_modelview(), get_current_projection(), viewport);
//fonts all render orthographically, set up projection``
gGL.matrixMode(LLRender::MM_PROJECTION);

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@ -660,11 +660,11 @@ void LLPanelPrimMediaControls::updateShape()
for(; vert_it != vert_end; ++vert_it)
{
// project silhouette vertices into screen space
glm::vec3 screen_vert(glm::make_vec3(vert_it->mV));
glm::vec3 screen_vert(*vert_it);
screen_vert = mul_mat4_vec3(mat, screen_vert);
// add to screenspace bounding box
update_min_max(min, max, LLVector3(glm::value_ptr(screen_vert)));
update_min_max(min, max, LLVector3(screen_vert));
}
// convert screenspace bbox to pixels (in screen coords)

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@ -259,7 +259,7 @@ bool LLReflectionMap::getBox(LLMatrix4& box)
glm::mat4 mv(get_current_modelview());
LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
mRadius = s.magVec();
glm::mat4 scale = glm::scale(glm::make_vec3(s.mV));
glm::mat4 scale = glm::scale(glm::vec3(s));
if (mViewerObject->mDrawable != nullptr)
{
// object to agent space (no scale)

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@ -1093,8 +1093,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
LLVector4 waterPlane(enorm.x, enorm.y, enorm.z, -glm::dot(ep, enorm));
norm = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorNormal.mV);
p = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorPosition.mV);
norm = glm::vec3(gPipeline.mHeroProbeManager.mMirrorNormal);
p = glm::vec3(gPipeline.mHeroProbeManager.mMirrorPosition);
enorm = mul_mat4_vec3(invtrans, norm);
enorm = glm::normalize(enorm);
ep = mul_mat4_vec3(mat, p);

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@ -420,7 +420,7 @@ bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight());
glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport);
glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport);
{
// convert screen coordinates to virtual UI coordinates
@ -514,7 +514,7 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight());
glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport);
glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport);
{
win_coord.x /= gViewerWindow->getDisplayScale().mV[VX];

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@ -1928,8 +1928,8 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
glm::mat4 inverse = glm::inverse(mat);
glm::mat4 norm_mat = glm::transpose(inverse);
glm::vec3 p1(glm::make_vec3(start.getF32ptr()));
glm::vec3 p2(glm::make_vec3(end.getF32ptr()));
glm::vec3 p1(start);
glm::vec3 p2(end);
p1 = mul_mat4_vec3(inverse, p1);
p2 = mul_mat4_vec3(inverse, p2);
@ -1937,12 +1937,12 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
LLVector3 position;
LLVector3 norm;
if (linesegment_sphere(LLVector3(glm::value_ptr(p1)), LLVector3(glm::value_ptr(p2)), LLVector3(0,0,0), 1.f, position, norm))
if (linesegment_sphere(LLVector3(p1), LLVector3(p2), LLVector3(0,0,0), 1.f, position, norm))
{
glm::vec3 res_pos(glm::make_vec3(position.mV));
glm::vec3 res_pos(position);
res_pos = mul_mat4_vec3(mat, res_pos);
glm::vec3 res_norm(glm::make_vec3(norm.mV));
glm::vec3 res_norm(norm);
res_norm = glm::normalize(res_norm);
res_norm = glm::mat3(norm_mat) * res_norm;

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@ -8396,13 +8396,13 @@ void LLPipeline::renderDeferredLighting()
setupHWLights(); // to set mSun/MoonDir;
glm::vec4 tc(glm::make_vec4(mSunDir.mV));
glm::vec4 tc(mSunDir);
tc = mat * tc;
mTransformedSunDir.set(glm::value_ptr(tc));
mTransformedSunDir.set(tc);
glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV));
glm::vec4 tc_moon(mMoonDir);
tc_moon = mat * tc_moon;
mTransformedMoonDir.set(glm::value_ptr(tc_moon));
mTransformedMoonDir.set(tc_moon);
if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0)
{
@ -8655,7 +8655,7 @@ void LLPipeline::renderDeferredLighting()
continue;
}
glm::vec3 tc(glm::make_vec3(c));
glm::vec3 tc(center);
tc = mul_mat4_vec3(mat, tc);
fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s));
@ -8762,13 +8762,12 @@ void LLPipeline::renderDeferredLighting()
LLDrawable* drawablep = *iter;
LLVOVolume* volume = drawablep->getVOVolume();
LLVector3 center = drawablep->getPositionAgent();
F32* c = center.mV;
F32 light_size_final = volume->getLightRadius() * 1.5f;
F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
sVisibleLightCount++;
glm::vec3 tc(glm::make_vec3(c));
glm::vec3 tc(center);
tc = mul_mat4_vec3(mat, tc);
setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
@ -9903,10 +9902,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLVector3 lightDir = -caster_dir;
lightDir.normVec();
glm::vec3 light_dir(glm::make_vec3(lightDir.mV));
//create light space camera matrix
LLVector3 at = lightDir;
LLVector3 up = camera.getAtAxis();
@ -9958,9 +9954,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//get good split distances for frustum
for (U32 i = 0; i < fp.size(); ++i)
{
glm::vec3 v(glm::make_vec3(fp[i].mV));
glm::vec3 v(fp[i]);
v = mul_mat4_vec3(saved_view, v);
fp[i].setVec(glm::value_ptr(v));
fp[i] = LLVector3(v);
}
min = fp[0];
@ -10109,9 +10105,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
for (U32 i = 0; i < fp.size(); i++)
{
glm::vec3 p = glm::make_vec3(fp[i].mV);
glm::vec3 p(fp[i]);
p = mul_mat4_vec3(view[j], p);
wpf.push_back(LLVector3(glm::value_ptr(p)));
wpf.push_back(LLVector3(p));
}
min = wpf[0];
@ -10312,19 +10308,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
view[j] = glm::inverse(view[j]);
//llassert(origin.isFinite());
glm::vec3 origin_agent(glm::make_vec3(origin.mV));
glm::vec3 origin_agent(origin);
//translate view to origin
origin_agent = mul_mat4_vec3(view[j], origin_agent);
eye = LLVector3(glm::value_ptr(origin_agent));
eye = LLVector3(origin_agent);
//llassert(eye.isFinite());
if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
{
mShadowFrustOrigin[j] = eye;
}
view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up);
view[j] = look(LLVector3(origin_agent), lightDir, -up);
F32 fx = 1.f/tanf(fovx);
F32 fz = 1.f/tanf(fovz);