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spirv-vm's Introduction

SPIRV-VM

SPIRV-VM is a virtual machine for executing SPIR-V shaders. It is written in C, has no dependencies & is licensed under MIT license. Both HLSL & GLSL shaders can be compiled to SPIR-V using tools such as glslangValidator and shaderc which means that you can use this library to debug shaders.

Example

First, create a SPIRV-VM context:

spvm_context_t ctx = spvm_context_initialize();

Load your SPIR-V binary file:

size_t spv_length = 0;
spvm_source spv = load_source("shader.spv", &spv_length);

Now you can create a SPIR-V program and a state. The program holds general information about the SPIR-V file (like generator version, used capabilities, etc...) while the spvm_state holds information about state of program while executing it. The idea behind states is to make it possible, for example, to create four states for one program and run the same shader simultaneously in 4 different threads (this is not tested though):

spvm_program_t prog = spvm_program_create(ctx, spv, spv_length);
spvm_state_t state = spvm_state_create(prog);

You have to add extensions manually (if your program uses it):

spvm_ext_opcode_func* glsl_ext_data = spvm_build_glsl450_ext();
spvm_result_t glsl_std_450 = spvm_state_get_result(state, "GLSL.std.450");
if (glsl_std_450)
	glsl_std_450->extension = glsl_ext_data;

Before debugging your shader, you have to initialize global and uniform variables.

To set a single uniform:

float someUniformData[2] = { 0.5f, 0.6f };
spvm_result_t someUniform = spvm_state_get_result(state, "someUniform");
spvm_member_set_value_f(someUniform->members, someUniform->member_count, someUniformData); // vec2

But if you are using newer GLSL version, you probably have to deal with interface blocks:

// first get the block
spvm_result_t uBlock = spvm_state_get_result(state, "uBlock");

// then set its members
float timeData = 0.5f;
spvm_member_t uBlock_time = spvm_state_get_object_member(state, uBlock, "time"); // uBlock.time
spvm_member_set_value_f(uBlock_time->members, uBlock_time->member_count, &timeData);

To bind textures:

spvm_image noise2D_data;
spvm_image_create(&noise2D_data, image_data, image_width, image_height, 1);
spvm_result_t noise2D = spvm_state_get_result(state, "noise2D");
noise2D->members[0].image_data = &noise2D_data;

You can run your shader in two different ways. You can step line by line through the code. This can be done with the spvm_state_step_into function (which executes only one line). Or you can execute whole shader with a single function call:

spvm_word fnMain = spvm_state_get_result_location(state, "main");
spvm_state_prepare(state, fnMain);
spvm_state_call_function(state);

You can then retrieve results:

spvm_result_t outColor = spvm_state_get_result(state, "outColor");
for (int i = 0; i < outColor->member_count; i++)
	printf("%.2f ", outColor->members[i].value.f);
printf("\n");

Use spvm_state_get_local_result() function if you are stepping through code line by line and want to get local variable's value. Example:

spvm_result_t a = spvm_state_get_local_result(state, fnMain, "a");
printf("a = %.2f\n", a->members[0].value.f);

Don't forget to free the memory:

spvm_state_delete(state);
spvm_program_delete(prog);
free(glsl_ext_data);
free(spv);

spvm_context_deinitialize(ctx);

How to link

If you are using CMake add these lines to your CMakeLists.txt file:

add_subdirectory(./path/to/your/SPIRV-VM)
target_include_directories(example PRIVATE ./path/to/your/SPIRV-VM/inc)

If you just want to build this project, run these two commands:

cmake .
make

Contributors

Contact me on this e-mail address: dfranx at shadered dot org

LICENSE

SPIRV-VM is licensed under MIT license. See LICENSE for more details.

spirv-vm's People

Contributors

agreppin avatar dfranx avatar nyorain avatar

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spirv-vm's Issues

fnLocation passed into spvm_state_prepare is not valid.

Both in README.md and example.c, I found this code strange:

    spvm_source fnMain = spvm_state_get_result(state, "main");
    spvm_state_prepare(state, fnMain);

where fnMain is a pointer, but spvm_state_prepare declares as

void spvm_state_prepare(spvm_state_t state, spvm_word fnLocation)
{
	state->code_current = state->results[fnLocation].source_location;
	state->current_function = &state->results[fnLocation];

which makes state->results[fnLocation] accessed an invalid memory.

If I change the call to

spvm_state_prepare(state, *fnMain);

I got

0.00 0.00 0.00 0.00
discarded: 0

However from the source examples/shader.glsl, this is incorrect.

What did I do wrong? or there is a bug here?

Something wrong with this shader (unexpected result)

(not just this shader, my large shaders (200+Kb of SPV) result some very broken in SPIRV-VM)
this shader as an example
(spv file used in SPIRV-VM in attachment)

expected result and shader source (copy to shadertoy.com)

uvec4 decodeval32(uint varz) {
    return uvec4(varz>>24,(varz>>16)&0xffu,(varz>>8)&0xffu,(varz>>0)&0xffu);
}

uint encodeval32(uvec4 colz) {
    return uint((colz[0]<<24)&0xff000000u|(colz[1]<< 16)&0x00ff0000u|(colz[2]<< 8)&0x0000ff00u|(colz[3]<< 0)&0x000000ffu);
}


uint packSnorm3x10(vec3 x) {
    x = clamp(x,-1., 1.) * 511.;
    uvec3 sig = uvec3(mix(vec3(0), vec3(1), greaterThanEqual(sign(x),vec3(0))));
    uvec3 mag = uvec3(abs(x));
    uvec3 r = sig.xyz << 9 | mag.xyz;
    return r.x << 22 | r.y << 12 | r.z << 2;
}

vec3 unpackSnorm3x10(uint x) {
    uvec3 r = (uvec3(x) >> uvec3(22, 12, 2)) & uvec3(0x3FF);
    uvec3 sig = r >> 9;
    uvec3 mag = r & uvec3(0x1FF);
    vec3 fsig = mix(vec3(-1), vec3(1), greaterThanEqual(sig, uvec3(1)));
    vec3 fmag = vec3(mag) / 511.;
    return fsig * fmag;
}

uint my_packSnorm4x8(vec4 x) {
    x = clamp(x,-1.0, 1.0) * 127.0;
    uvec4 sig = uvec4(mix(vec4(0), vec4(1), greaterThanEqual(sign(x),vec4(0))));
    uvec4 mag = uvec4(abs(x));
    uvec4 r = sig << 7 | mag;
    return r.x << 24 | r.y << 16 | r.z << 8 | r.w;
}

vec4 my_unpackSnorm4x8(uint x) {
    uvec4 r = (uvec4(x) >> uvec4(24, 16, 8, 0)) & uvec4(0xFF);
    uvec4 sig = r >> 7;
    uvec4 mag = r & uvec4(0x7F);
    vec4 fsig = mix(vec4(-1), vec4(1), greaterThanEqual(sig,uvec4(1)));
    vec4 fmag = vec4(mag) / 127.0;
    return fsig * fmag;
}

int bits2int8(int map[8]){
    int ret = 0;
    int nBits=8;
    int ncv = 1;
    for(int i=nBits-1; i>=0; i--){
        int eval=map[nBits-i-1];
        if(eval == 1)
            ret+=ncv;
        ncv *= 2;
    }
    return ret;
}

void int2bits8(int n, out int map[8]){
    int nBits=8;
    for(int i = 0; i < nBits; i++) {
      if (n % 2==0)map[i]=0;
      else map[i]=1;
      n/=2;
   }
}

#define load_data32(val) decodeval32(floatBitsToUint(val))
#define pack_udata32(data) uintBitsToFloat(encodeval32(data))
#define pack_udata32x4(data1,data2,data3,data4) uintBitsToFloat(uvec4(encodeval32(data1),encodeval32(data2),encodeval32(data3),encodeval32(data4)))

#define pack_float3x10(x) uintBitsToFloat(packSnorm3x10(x))
#define unpack_float3x10(x) unpackSnorm3x10(floatBitsToUint(x))
#define pack_float4x8(x) uintBitsToFloat(my_packSnorm4x8(x))
#define unpack_float4x8(x) my_unpackSnorm4x8(floatBitsToUint(x))

float print_num(vec2, float, int);
float printBits(vec2, int[8]);

#define r vec3(0.9,0.4,0.4)
#define g vec3(0.4,0.9,0.4)
#define b vec3(0.4,0.4,0.9)
#define a vec3(0.9,0.9,0.4)

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 res = iResolution.xy/iResolution.y;
    vec2 uv = fragCoord/iResolution.y-0.5*res;

    vec4 data = vec4(uintBitsToFloat(0xaabbccddu),uintBitsToFloat(0xf1f2f3f4u),
    uintBitsToFloat(0x010f0a0du),uintBitsToFloat(0x010f0a0du));
    
    uvec4 udata32 = load_data32(data.x);
    vec4 fdata4x8 = unpack_float4x8(data.y);
    vec3 fdata3x10 = unpack_float3x10(data.z);
    
    int bits[8];
    int2bits8(int(udata32.x),bits);
    int int_value=bits2int8(bits);
    
    float t=iTime;
    t=0.;

    float timer1=fract((t+0.)/20.)*2.-1.;
    float timer2=fract((t+1.)/20.)*2.-1.;
    float timer3=fract((t+2.)/20.)*2.-1.;
    float timer4=fract((t+3.)/20.)*2.-1.;
    
    vec3 col = vec3(0.);
    float d = 0.;
    uv+= vec2(0.7,-0.4);
    d = step(abs(uv.y*20.),1.);
    if(d>0.){col=r*print_num(uv*20.,float(udata32.x),0);
             col+=r*print_num((uv+vec2(-0.2,0.))*20.,fdata4x8.x,6);
             col+=r*print_num((uv+vec2(-0.7,0.))*20.,fdata3x10.x,6);
             col+=r*print_num((uv+vec2(-1.18,0.))*20.,timer1,6);}
    uv+= vec2(0.0,0.1);
    d = step(abs(uv.y*20.),1.);
    if(d>0.){col=g*print_num(uv*20.,float(udata32.y),0);
             col+=g*print_num((uv+vec2(-0.2,0.))*20.,fdata4x8.y,6);
             col+=g*print_num((uv+vec2(-0.7,0.))*20.,fdata3x10.y,6);
             col+=g*print_num((uv+vec2(-1.18,0.))*20.,timer2,6);}
    uv+= vec2(0.0,0.1);
    d = step(abs(uv.y*20.),1.);
    if(d>0.){col=b*print_num(uv*20.,float(udata32.z),0);
             col+=b*print_num((uv+vec2(-0.2,0.))*20.,fdata4x8.z,6);
             col+=b*print_num((uv+vec2(-0.7,0.))*20.,fdata3x10.z,6);
             col+=b*print_num((uv+vec2(-1.18,0.))*20.,timer3,6);}
    uv+= vec2(0.0,0.1);
    d = step(abs(uv.y*20.),1.);
    if(d>0.){col=a*print_num(uv*20.,float(udata32.w),0);
             col+=a*print_num((uv+vec2(-0.2,0.))*20.,fdata4x8.w,6);
             col+=a*print_num((uv+vec2(-1.18,0.))*20.,timer4,6);}
    
    uv+= vec2(-0.7,0.1);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=r*step(2.*uv.x/res.x,fdata4x8.x);
    uv+= vec2(0.0,0.05);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=g*step(2.*uv.x/res.x,fdata4x8.y);
    uv+= vec2(0.0,0.05);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=b*step(2.*uv.x/res.x,fdata4x8.z);
    uv+= vec2(0.0,0.05);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=a*step(2.*uv.x/res.x,fdata4x8.w);
    
    uv+= vec2(0.0,0.15);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=r*step(2.*uv.x/res.x,fdata3x10.x);
    uv+= vec2(0.0,0.05);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=g*step(2.*uv.x/res.x,fdata3x10.y);
    uv+= vec2(0.0,0.05);
    d = step(abs(uv.y*20.),.5);
    if(d>0.)col=b*step(2.*uv.x/res.x,fdata3x10.z);
    
    uv+= vec2(0.0,0.06);
    d = step(abs(uv.y*20.),.5);
    if(d>0.){col=vec3(1.)*printBits(uv*20.+0.5,bits);
             col+=print_num((uv+vec2(-0.3,0.))*20.+0.5,float(int_value),0);}
    
    
    
    fragColor = vec4(col,1.0);
}



float printBits(vec2 p, int map[8]){
    float di=0.;
    int nBits=8;
    for(int i = 0; i < nBits; i++) {
      di=max(di,print_num(p,float(map[i]),0));
      p.x+=1.;
   }
   return di;
}

const mat3 fontb=mat3(vec3(480599.0,139810.0,476951.0),vec3(476999.0,350020.0,464711.0),vec3(464727.0,476228.0,481111.0));

int get_fvalue(float val, int idx){
    for(int i=0;i<idx+1;i++){
        val=(val-floor(val/10.)*10.)*10.;
    }
    return int(val/10.);
}

float print_num(vec2 uv, float value, int num) {
  if(uv.y < 0.0 || uv.y >= 1.0) return 0.0;
    if(uv.x < -4.0 || uv.x >= 10.0) return 0.0;
  float bits = 0.0;
  int di = - int(floor(uv.x))+ 1;
  if(-di <= num) {
    float pw = pow(10.0, float(di));
    float val = abs(value);
    float pivot = max(val, 1.5) * 10.0;
    if(pivot < pw) {
      if(value < 0.0 && pivot >= pw * 0.1) bits = 1792.0;
    } else {
            if(di == 0) {
                if(num > 0) bits = 2.0;
            } else {
                int idx=0;
                if(di < 0)idx=get_fvalue(val,int(-di));else idx=int(mod((val*10.) / pw, 10.0));
                if(idx<=9 && idx>=0)bits = idx<9?fontb[idx/3][idx%3]:481095.0;
            }
        }
  } else return 0.;
  return floor(mod(bits / pow(2.0, floor(fract(uv.x) * 4.0) + floor(uv.y * 5.0) * 4.0), 2.0));
}

Correct/expected result image:
1

Result from SPIRV-VM:
2

C code to launch same as in #2

I do not want to continue any testing, maybe I'm doing something wrong in C code because I see way too many incorrect results.

shader2.zip

SPIRV-VM does not follow SPIRV standarts and result is wrong

maybe im wrong, but

https://www.khronos.org/registry/spir-v/specs/unified1/GLSL.std.450.html

Pow
Result is x raised to the y power; xy. The resulting value is undefined if x < 0. Result is undefined if x = 0 and y ≤ 0.

FClamp
Result is min(max(x, minVal), maxVal). The resulting value is undefined if minVal > maxVal. The semantics used by min() and max() are those of FMin and FMax.

SmoothStep
The resulting value is undefined if edge0 ≥ edge1.

And others where the result should be inf or nan in SPIRV-VM its not.

Also dFd https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdx.xhtml

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)). It is assumed that the expression p is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.

and dFd in the SPIRV-VM just does not work the same as on GPU (SPIRV-VM result incorrect):
shader code for test:

void mainImage( out vec4 Oc, in vec2 I )
{
    if(mod(I.x+I.y,5.)<2.5){
    vec4 tO = vec4(mod(I.x,2.),mod(I.y,2.),0.,0.);
    if(length(tO)==0.||int(I.x+I.y)==int(iResolution.x/2.)){Oc=vec4(1.);return;}
    vec4 a = dFdx(tO)*(mod(I.x,2.)>1.?-1.:1.);
    vec4 b = dFdy(tO)*(mod(I.y,2.)>1.?-1.:1.);
    if(length(abs(a)+abs(b))==0.||isnan((dot(a,b)))||isinf((dot(a,b)))||int(I.x+I.y-50.)==int(iResolution.x/2.)){Oc=vec4(1.,0.,1.,1.);return;}
    a+=tO;
    b+=tO;
    vec4 diag = a+b-tO;
    float t = 0.;
    if(t<1.){
        if(mod(I.x,2.)<1.) tO=b;
    } else if (t >2.&&t<3.) {
        if(mod(I.y,2.)<1.) tO=a;
    } else if (t >4.&&t<5.) {
        if(float(mod(I.y,2.)<1.)+float(mod(I.x,2.)<1.)==1. ) tO=diag;
    }
    Oc=tO;
    Oc.a=1.;
    }
    else Oc=vec4(I/iResolution.xy,0.,1.);
    
}

Correct/expected result (screenshot from Vulkan application, but it same in Browser in OpenGL mode):
1

Result from SPIRV-VM:
2

Infinite loop in a simple shader

The following shader fails to execute correctly, the loop never terminates:

#version 430

layout(location = 0) out float _30;

void main()
{
    float _37;
    _37 = 0.5;
    for (int _36 = 0; _36 < 4; )
    {
        _37 = sin(_37);
        _36++;
        continue;
    }
    _30 = _37;
}

The SPIR-V corresponding to this shader:

; SPIR-V
; Version: 1.0
; Generator: Google Shaderc over Glslang; 10
; Bound: 34
; Schema: 0
               OpCapability Shader
          %1 = OpExtInstImport "GLSL.std.450"
               OpMemoryModel Logical GLSL450
               OpEntryPoint Fragment %4 "main" %30
               OpExecutionMode %4 OriginUpperLeft
               OpDecorate %30 Location 0
       %void = OpTypeVoid
          %3 = OpTypeFunction %void
      %float = OpTypeFloat 32
  %float_0_5 = OpConstant %float 0.5
        %int = OpTypeInt 32 1
      %int_0 = OpConstant %int 0
      %int_4 = OpConstant %int 4
       %bool = OpTypeBool
      %int_1 = OpConstant %int 1
%_ptr_Output_float = OpTypePointer Output %float
         %30 = OpVariable %_ptr_Output_float Output
          %4 = OpFunction %void None %3
          %5 = OpLabel
               OpBranch %14
         %14 = OpLabel
         %33 = OpPhi %float %float_0_5 %5 %24 %15
         %32 = OpPhi %int %int_0 %5 %27 %15
         %22 = OpSLessThan %bool %32 %int_4
               OpLoopMerge %16 %15 None
               OpBranchConditional %22 %15 %16
         %15 = OpLabel
         %24 = OpExtInst %float %1 Sin %33
         %27 = OpIAdd %int %32 %int_1
               OpBranch %14
         %16 = OpLabel
               OpStore %30 %33
               OpReturn
               OpFunctionEnd

After looking closely at the issue, it seems that the current version does not properly handle Phi nodes. The issue is related to incrementing counter in %27 and then jumping to %14 and then handling Phi node in %32. Due to the way the block labels are handled, %27 is never copied into %32 and this causes the infinite loop. I have created a PR that fixes the issue.

Somethign wrong with this shader or SPIRV-VM (random segfault on some shaders)

(this shader code does work in GPU-GLSL and other CPU "GLSL emulators/environments")
shader spv file in attachment

I tried a few of my own shaders - works, but then next few shaders just do not work in SPIRV-VM, I think it because of large arrays in the shaders or something wrong with array logic in SPIRV-VM...

Or maybe I make error in C code.
C code of modified example.c:

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <spvm/context.h>
#include <spvm/state.h>
#include <spvm/ext/GLSL450.h>

spvm_source load_source(const char* fname, size_t* src_size) {
  FILE* f = fopen(fname, "rb");
  if (f == 0) {
    printf("Failed to load file %s\n", fname);
    return 0;
  }

  fseek(f, 0, SEEK_END);
  long file_size = ftell(f);
  fseek(f, 0, SEEK_SET);

  size_t el_count = (file_size / sizeof(spvm_word));
  spvm_source ret = (spvm_source)malloc(el_count * sizeof(spvm_word));
  fread(ret, el_count, sizeof(spvm_word), f);
  fclose(f);

  *src_size = el_count;

  return ret;
}
int main()
{
  // context holds all opcode functions
  spvm_context_t ctx = spvm_context_initialize();

  // load source code
  size_t spv_length = 0;
  spvm_source spv = load_source("shader.spv", &spv_length);

  int ires[2] = { 10, 10 };
  float timeData = 0.0f;
  float iresf[2] = { ires[0], ires[1] };
  int index = 0;
  for(int y=0;y<ires[1];y++){
    for(int x=0;x<ires[0];x++){
      spvm_program_t prog = spvm_program_create(ctx, spv, spv_length);
      spvm_state_t state = spvm_state_create(prog);
      spvm_ext_opcode_func* glsl_ext_data = spvm_build_glsl450_ext();
      spvm_result_t glsl_std_450 = spvm_state_get_result(state, "GLSL.std.450");
      if (glsl_std_450)
        glsl_std_450->extension = glsl_ext_data;
      // get uBlock
      spvm_result_t uBlock = spvm_state_get_result(state, "uBlock");

      // set uBlock.time
      spvm_member_t uBlock_time = spvm_state_get_object_member(state, uBlock, "iTime");
      spvm_member_set_value_f(uBlock_time->members, uBlock_time->member_count, &timeData);

      // set uBlock.iResolution
      spvm_member_t uBlock_info = spvm_state_get_object_member(state, uBlock, "iResolution");
      spvm_member_set_value_f(uBlock_info->members, uBlock_info->member_count, iresf);

      // call main
      spvm_word fnMain = spvm_state_get_result_location(state, "main");
      spvm_state_prepare(state, fnMain);
      
      //spvm_state_set_frag_coord(state,x,y,0,0); //does not matter
      
      spvm_state_call_function(state); // crash on 3 loop
      
      spvm_result_t outColor = spvm_state_get_result(state, "outColor");
      for (int i = 0; i < outColor->member_count; i++)
        printf("%.2f ", outColor->members[i].value.f);
      printf("\n");
      printf("%d %d\n",x,y);
      
      spvm_state_delete(state);
      spvm_program_delete(prog);
      free(glsl_ext_data);
    }
  }

  // free memory
  //spvm_state_delete(state);
  //spvm_program_delete(prog);
  //free(glsl_ext_data);
  free(spv);

  spvm_context_deinitialize(ctx);

  return 0;
}

Launching this code with this shader result 100% crash on 3-rd loop iteration.

I tried to have only(recreate it) state and spvm_state_delete(state); inside loop - it still crash. (moving everything to loop does not fix it, it still crashes)
Crash on line spvm_state_call_function, crash only when it called using loop.
Crash same with spvm_state_step_into on line 0 on first call in 3-rd loop iteration.

Call only once does not have a crash.

Sorry if I missing something in the C code and its my error, I dont see error there.

shader.zip

wrong 32 bit float precision error

shader code:

#version 450

layout (location = 0) out uvec4 outColor;

void main()
{
    vec2 fragCoord=gl_FragCoord.xy+1000.;
    uint val0 = floatBitsToUint(0.4/(0.1*0.4-0.2*0.3));
    uint val1 = floatBitsToUint(0.4/(0.1*0.4-0.2*(0.3+min(fragCoord.x,0.))));
    uint val2 = floatBitsToUint(0.4/(0.1*(0.4+min(fragCoord.y,0.))-0.2*0.3));
    outColor = uvec4(val0, val1, val2, 0u);
}

Test shadertoy shader.

SPIRV-VM result: (first line float second uint)

-20.000000 -19.999996 -20.000004 0.000000 
3248488448 3248488446 3248488450 0

Expected result: (uint in range +-1 from 3248488448)

-20.000000 -19.999998 -20.000001 0.000000 
3248488448 3248488447 3248488449 0

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