SPIRV-VM
SPIRV-VM copied to clipboard
Virtual machine for executing SPIR-V
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...
shader code: ```C #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...
Shader code ```C void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec4 test=vec4(0.); fragColor = vec4(test[-1+min(iFrame,0)]); } ```
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...
(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...
(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...