Keith

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I have write another SPIR-V interpreter [SPVM](https://github.com/keith2018/spvm), and tested with your shader source, looks like the result is correct : ![s](https://user-images.githubusercontent.com/23111762/190845128-1e3a9449-4467-45cd-9675-ae57fb717a4d.PNG)

I have tested the shader code with my interpreter [SPVM](https://github.com/keith2018/spvm),seems like there is still a bit different with expected result ![](https://user-images.githubusercontent.com/23111762/190845693-f2729409-b543-4fa2-b92c-189eb5cd2990.PNG)

https://github.com/google/agi/commit/10e5468be49daac157c1da77c67c74703a7a5b93 Apply this commit should fix the compile issue

Yes, optimizations such as SIMD/JIT/AOT should be implemented to make it more faster, it is in the TODO list now

Thx for the testing ! I will check and fix all the cases list above

After several bugfix, most of the shader will not crash **segfault** any more, but some of the instructions still work different with GPU, and performance is still very slow, I'm...

Yes, 64-bit numerical type should be supported, there are instructions works only for 64-bit float such as `PackDouble2x32`, `UnpackDouble2x32`

Try measure the cpu/gpu frequency and cpu temperature with tools (e.g [PefDlog](https://perfdog.qq.com/) ), some kind of Android devices will automatically lower the cpu frequency when cpu temperature exceeds certain threshold...