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build: fix warnings#1505

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alandtse:fix_ishdr_warnings
Sep 22, 2025
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build: fix warnings#1505
doodlum merged 1 commit into
community-shaders:devfrom
alandtse:fix_ishdr_warnings

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@alandtse
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@alandtse alandtse commented Sep 22, 2025

Summary by CodeRabbit

  • Improvements
    • Refined HDR bloom calculation for smoother highlight rendering and reduced haloing.
    • Adjusted shadow/contrast response to preserve more detail in dark areas and improve tonal balance.
    • Improved highlight roll-off for more consistent visuals across varying scene brightness.
    • Overall HDR visuals appear more natural and balanced without user action.

Copilot AI review requested due to automatic review settings September 22, 2025 06:50
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coderabbitai Bot commented Sep 22, 2025

Walkthrough

Shader math adjustments in ISHDR.hlsl: bloom modulation now calls RangeCompress with two parameters, and contrast/shadow computation applies exponent after normalizing hdrColor by avgValue.x. The RangeCompress function signature is updated accordingly within the shader.

Changes

Cohort / File(s) Summary
HDR mapping and bloom adjustments
package/Shaders/ISHDR.hlsl
- Switched bloom term to DisplayMapping::RangeCompress(max(0.0f, Param.xxx - hdrColor), 0.0f)
- Reworked contrast/shadows: pow(abs(hdrColor / avgValue.x), Cinematic.z) * avgValue.x * sign(hdrColor)
- Updated signature: RangeCompress(float, float)

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • jiayev

Poem

I twiddle light with whiskered grace,
Compress the bloom, a gentler face;
Shadows dance where tones align,
Normalize, then let them shine.
Hop by hop, the pixels gleam—
A bunny’s tweak to shape the scene. 🐇✨

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✅ Passed checks (3 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title "build: fix warnings" accurately communicates the PR's intent to address build/shader warnings and is related to the actual changes, which update DisplayMapping::RangeCompress's signature and adjust expressions in package/Shaders/ISHDR.hlsl to remove/avoid warnings; it is concise and focused on the primary purpose rather than listing files or implementation details.
Docstring Coverage ✅ Passed No functions found in the changes. Docstring coverage check skipped.
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Using provided base ref: bfafeff
Using base ref: bfafeff
Base commit date: 2025-09-22T00:39:30+01:00 (Monday, September 22, 2025 12:39 AM)
No actionable suggestions for changed features.

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Pull Request Overview

Fix compiler warnings in the ISHDR shader by making type usage explicit and tightening vector operations.

  • Replace implicit int-to-float and scalar-to-vector promotions with explicit float literals and swizzles
  • Reorder absolute value and division to avoid negative bases in pow and potential warnings
  • Update RangeCompress invocation to align with expected parameter types

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Actionable comments posted: 0

🧹 Nitpick comments (1)
package/Shaders/ISHDR.hlsl (1)

109-117: Guard divisions by avgValue.x; reduce divides with rcp

Avoid INF/NaNs on dark frames and cut duplicate divides.

Apply:

 float2 avgValue = AvgTex.Sample(AvgSampler, input.TexCoord.xy).xy;
 
-hdrColor *= avgValue.y / avgValue.x;
+// Clamp denominator and use reciprocal for performance/stability
+float invAvgX = rcp(max(1e-3f, avgValue.x));
+hdrColor *= avgValue.y * invAvgX;
 
-hdrColor += DisplayMapping::RangeCompress(max(0.0f, Param.xxx - hdrColor), 0.0f) * bloomColor;
+hdrColor += DisplayMapping::RangeCompress(max(0.0f, Param.xxx - hdrColor), 0.0f) * bloomColor;
 
 float3 contrastOriginal = lerp(avgValue.x, hdrColor, Cinematic.z);
-float3 contrastShadows = pow(abs(hdrColor / avgValue.x), Cinematic.z) * avgValue.x * sign(hdrColor);
+float3 contrastShadows = pow(max(abs(hdrColor * invAvgX), 1e-6f), Cinematic.z) * avgValue.x * sign(hdrColor);

Optional: if Cinematic.z can be ≤ 0 at runtime, the max(..., 1e-6f) prevents pow(0, non‑positive) issues.

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Reviewing files that changed from the base of the PR and between bfafeff and 5d1cdec.

📒 Files selected for processing (1)
  • package/Shaders/ISHDR.hlsl (1 hunks)
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📓 Path-based instructions (1)
**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}

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Files:

  • package/Shaders/ISHDR.hlsl
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
📚 Learning: 2025-08-03T18:37:19.690Z
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.

Applied to files:

  • package/Shaders/ISHDR.hlsl
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (3)
  • GitHub Check: Build plugin and addons
  • GitHub Check: Validate shader compilation (VR, .github/configs/shader-validation-vr.yaml)
  • GitHub Check: Validate shader compilation (Flatrim, .github/configs/shader-validation.yaml)
🔇 Additional comments (1)
package/Shaders/ISHDR.hlsl (1)

113-113: Confirm RangeCompress float3 overload and call-sites

Confirm DisplayMapping::RangeCompress provides a float3 (or templated) overload; Common/DisplayMapping.hlsli was not found in the repo (included at package/Shaders/ISHDR.hlsl:66). Repo search found only the 2‑arg call at package/Shaders/ISHDR.hlsl:113 and no remaining single‑arg usages.

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✅ A pre-release build is available for this PR:
Download

@doodlum doodlum merged commit aa8bc76 into community-shaders:dev Sep 22, 2025
15 checks passed
Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

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* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

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* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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* feat(ui): font size and perf overlay improvements (community-shaders#1511)

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* chore: remove unused hooks (community-shaders#1510)

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* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

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* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

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* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

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* feat(upscaling): sharpening slider (community-shaders#1527)

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* chore: bump versions

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* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

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* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

* fix(VR): use only supported shaders from cache (community-shaders#1553)

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* build: use gersemi cmake formatter (community-shaders#1557)

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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

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* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

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* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

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* fix: accumulate sunlight color in pixel shader output

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* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

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* build: add HLSL intellisense (community-shaders#1614)

* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* fix(ui): anchor reset settings button position  (community-shaders#1621)

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* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

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* fix(snow): use world space vectors (community-shaders#1618)

* feat(UI): add gaussian blur shader core files (community-shaders#1595)

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* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

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* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

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* fix cloud shadow setting saving

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