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otherside

Join the chat at https://gitter.im/daseyb/otherside Build Status

A VM running SPIR-V code on the CPU

This is an implementation of the SPIR-V, the new intermediate language defined by Khronos.
See the official specification here: SPIR-V 1.0

It also produces C like code that represents the given SPIR-V file (for easier reading).

Why?

I'm mostly working on this out of academic interest. I do plan on using it in my universities "write a software rasterizer" project.
Once verification is implemented it could be used to verify the output of tools that produce SPIR-V (and right now, I guess if the program runs and gives the correct output, that is some kind of verification as well).

Note

This is very much a work in progress. Not all instructions are implemented and performance has not been a priority so far.

Spec Parser

This project downloads the latest spec and generates C++ files with useful declerations from it. Mostly information about op codes and structs to represent them to help with parsing and processing.

Todo

  • SPIR-V Validation (validation rules described here)
  • Implement all OpCodes
  • Improve performance
  • Better human readable parsing output (at least match the reference compiler)

Example Code

Input File:
Input File

Output File:
Output File

Shader code:

#version 110
varying vec2 uv;
uniform sampler2D testTex;

void main() {
  vec4 col = texture2D(testTex, uv);
  col.rgb = col.rbr;
  gl_FragColor = col;
  gl_FragColor.a = 1.0;
}

C++ code:

int main(int argc, const char** argv) {
  CmdArgs args;
  if (!ParseArgs(argc, argv, &args)) {
    std::cout << "Could not parse arguments. Usage: " << USAGE << std::endl;
    return -1;
  }

  Parser parser(args.InputFile);
  Program prog;

  if (!parser.Parse(&prog)) {
    std::cout << "Could not parse program." << std::endl;
    return -1;
  }

  std::cout << "Validating program:...";
  if(!validate(prog, std::cout)) {
    std::cout << "Validation failed." << std::endl;
    return -1;
  }
  std::cout << "done" << std::endl;

  std::cout << "Generationg code:...";
  if (!genCode(args.OutputFile, prog)) {
    std::cout << "Could not generate code for program." << std::endl;
    return -1;
  }
  std::cout << "done" << std::endl;

  Environment env;
  InterpretedVM vm(prog, env);
  if(!vm.Setup()) {
      std::cout << "Could not setup the VM." << std::endl;
      return -1;
  }

  std::cout << "Running program:...";

  Texture inTex = load_tex("data/testin.bmp");

  Sampler* sampler = new Sampler{ 2, (uint32*)&inTex, inTex.data, FilterMode::FMPoint, WrapMode::WMRepeat };
  Vec2* texSize = new Vec2{ (float)inTex.width, (float)inTex.height};
  Light* light = new Light{ {1, 0, 0, 1}, {0.5f, 0.5f} };
  Color* fragColor = new Color{ 0, 0, 0, 0 };
  Vec2* uv = new Vec2{ 1.0f, 1.0f };

  bool allVariablesSet = true;
  allVariablesSet &= vm.SetVariable("uv", &uv);
  allVariablesSet &= vm.SetVariable("texSize", &texSize);
  allVariablesSet &= vm.SetVariable("testTex", &sampler);
  allVariablesSet &= vm.SetVariable("light", &light);
  allVariablesSet &= vm.SetVariable("gl_FragColor", &fragColor);

  if(!allVariablesSet) {
    std::cout << "Could not set all variables." << std::endl;
    return -1;
  }

  Texture outTex = MakeFlatTexture(inTex.width, inTex.height, { 0, 0, 0, 1 });
  bool didFail = false;
  for (int x = 0; x < outTex.width && !didFail; x++) {
    for (int y = 0; y < outTex.height; y++) {
      uv->x = float(x) / outTex.width;
      uv->y = float(y) / outTex.height;

      if (!vm.Run()) {
        std::cout << "Program failed to run.";
        getchar();
        return -1;
      }

      outTex.data[x + y * outTex.width] = **(Color**)vm.ReadVariable("gl_FragColor");
    }
  }

  save_bmp("data/testout.bmp", outTex);

  std::cout << " done";
  return 0;
}