Skip to content

Broken Shader Using Loops When Optimizations ON #22

Description

@jmweever

It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

Reproduction

min_repro.zip

#version460layout( local_size_x =64 ) in;
layout( binding =0, std430 ) buffer Out { float vals[]; };
layout( push_constant, std430 ) uniform Params { int n; };
void main()
{
for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
}
glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv

The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

 %10 = OpLabel
%41 = OpPhi %int %int_0 %5 %35 %11
OpLoopMerge %12 %11 None
OpBranchConditional %23 %11 %12
%11 = OpLabel
OpStore %32 %float_1
-%35 = OpIAdd %int %41 %int_1
OpBranch %10

Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

Potential Cause

It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

// Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
continue;
}

Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

Possible Fix

I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

inputbeforeafter
5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
3 shaders without loops, all levelsvalidvalid, output byte for byte the same
all 8 shaders at -O0validvalid, output byte for byte the same

I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

How I Ran Into This

Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
       blocks
      (function() {
      function addCopyButtons() {
      document.querySelectorAll('pre code').forEach(function(codeBlock) {
      if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
      codeBlock.parentElement.setAttribute('data-copy-added', 'true');
      var btn = document.createElement('button');
      btn.textContent = 'Copy';
      btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
      btn.onmouseover = function() { this.style.opacity = '1'; };
      btn.onmouseout = function() { this.style.opacity = '0.7'; };
      btn.onclick = function() {
      navigator.clipboard.writeText(codeBlock.textContent).then(function() {
      btn.textContent = 'Copied!';
      setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
      });
      };
      codeBlock.parentElement.style.position = 'relative';
      codeBlock.parentElement.appendChild(btn);
      });
      }
      addCopyButtons();
      // Re-run on dynamic content
      var observer = new MutationObserver(addCopyButtons);
      observer.observe(document.body, { childList: true, subtree: true });
      })();
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
      Skip to content

      Broken Shader Using Loops When Optimizations ON #22

      Description

      @jmweever

      It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

      With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

      This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

      Reproduction

      min_repro.zip

      #version460layout( local_size_x =64 ) in;
      layout( binding =0, std430 ) buffer Out { float vals[]; };
      layout( push_constant, std430 ) uniform Params { int n; };
      void main()
      {
      for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
      }
      glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
      

      The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

       %10 = OpLabel
      %41 = OpPhi %int %int_0 %5 %35 %11
      OpLoopMerge %12 %11 None
      OpBranchConditional %23 %11 %12
      %11 = OpLabel
      OpStore %32 %float_1
      -%35 = OpIAdd %int %41 %int_1
      OpBranch %10
      

      Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

      Potential Cause

      It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

      // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
      continue;
      }

      Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

      But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

      It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

      Possible Fix

      I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

      I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

      inputbeforeafter
      5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
      3 shaders without loops, all levelsvalidvalid, output byte for byte the same
      all 8 shaders at -O0validvalid, output byte for byte the same

      I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

      How I Ran Into This

      Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
      In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
      It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        No labels
        No labels

        Type

        No type

        Projects

        No projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
          Skip to content

          Broken Shader Using Loops When Optimizations ON #22

          Description

          @jmweever

          It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

          With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

          This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

          Reproduction

          min_repro.zip

          #version460layout( local_size_x =64 ) in;
          layout( binding =0, std430 ) buffer Out { float vals[]; };
          layout( push_constant, std430 ) uniform Params { int n; };
          void main()
          {
          for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
          }
          glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
          

          The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

           %10 = OpLabel
          %41 = OpPhi %int %int_0 %5 %35 %11
          OpLoopMerge %12 %11 None
          OpBranchConditional %23 %11 %12
          %11 = OpLabel
          OpStore %32 %float_1
          -%35 = OpIAdd %int %41 %int_1
          OpBranch %10
          

          Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

          Potential Cause

          It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

          // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
          continue;
          }

          Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

          But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

          It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

          Possible Fix

          I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

          I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

          inputbeforeafter
          5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
          3 shaders without loops, all levelsvalidvalid, output byte for byte the same
          all 8 shaders at -O0validvalid, output byte for byte the same

          I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

          How I Ran Into This

          Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
          In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
          It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            No labels
            No labels

            Type

            No type

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
              Skip to content

              Broken Shader Using Loops When Optimizations ON #22

              Description

              @jmweever

              It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

              With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

              This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

              Reproduction

              min_repro.zip

              #version460layout( local_size_x =64 ) in;
              layout( binding =0, std430 ) buffer Out { float vals[]; };
              layout( push_constant, std430 ) uniform Params { int n; };
              void main()
              {
              for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
              }
              glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
              

              The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

               %10 = OpLabel
              %41 = OpPhi %int %int_0 %5 %35 %11
              OpLoopMerge %12 %11 None
              OpBranchConditional %23 %11 %12
              %11 = OpLabel
              OpStore %32 %float_1
              -%35 = OpIAdd %int %41 %int_1
              OpBranch %10
              

              Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

              Potential Cause

              It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

              // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
              continue;
              }

              Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

              But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

              It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

              Possible Fix

              I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

              I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

              inputbeforeafter
              5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
              3 shaders without loops, all levelsvalidvalid, output byte for byte the same
              all 8 shaders at -O0validvalid, output byte for byte the same

              I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

              How I Ran Into This

              Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
              In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
              It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                No labels
                No labels

                Type

                No type

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions

                  , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
                  Skip to content

                  Broken Shader Using Loops When Optimizations ON #22

                  Description

                  @jmweever

                  It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

                  With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

                  This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

                  Reproduction

                  min_repro.zip

                  #version460layout( local_size_x =64 ) in;
                  layout( binding =0, std430 ) buffer Out { float vals[]; };
                  layout( push_constant, std430 ) uniform Params { int n; };
                  void main()
                  {
                  for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
                  }
                  glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
                  

                  The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

                   %10 = OpLabel
                  %41 = OpPhi %int %int_0 %5 %35 %11
                  OpLoopMerge %12 %11 None
                  OpBranchConditional %23 %11 %12
                  %11 = OpLabel
                  OpStore %32 %float_1
                  -%35 = OpIAdd %int %41 %int_1
                  OpBranch %10
                  

                  Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

                  Potential Cause

                  It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

                  // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
                  continue;
                  }

                  Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

                  But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

                  It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

                  Possible Fix

                  I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

                  I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

                  inputbeforeafter
                  5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
                  3 shaders without loops, all levelsvalidvalid, output byte for byte the same
                  all 8 shaders at -O0validvalid, output byte for byte the same

                  I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

                  How I Ran Into This

                  Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
                  In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
                  It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

                  Metadata

                  Metadata

                  Assignees

                  No one assigned

                    Labels

                    No labels
                    No labels

                    Type

                    No type

                    Projects

                    No projects

                      Milestone

                      No milestone

                      Relationships

                      None yet

                      Development

                      No branches or pull requests

                      Issue actions

                      , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
                      Skip to content

                      Broken Shader Using Loops When Optimizations ON #22

                      Description

                      @jmweever

                      It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

                      With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

                      This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

                      Reproduction

                      min_repro.zip

                      #version460layout( local_size_x =64 ) in;
                      layout( binding =0, std430 ) buffer Out { float vals[]; };
                      layout( push_constant, std430 ) uniform Params { int n; };
                      void main()
                      {
                      for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
                      }
                      glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
                      

                      The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

                       %10 = OpLabel
                      %41 = OpPhi %int %int_0 %5 %35 %11
                      OpLoopMerge %12 %11 None
                      OpBranchConditional %23 %11 %12
                      %11 = OpLabel
                      OpStore %32 %float_1
                      -%35 = OpIAdd %int %41 %int_1
                      OpBranch %10
                      

                      Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

                      Potential Cause

                      It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

                      // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
                      continue;
                      }

                      Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

                      But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

                      It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

                      Possible Fix

                      I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

                      I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

                      inputbeforeafter
                      5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
                      3 shaders without loops, all levelsvalidvalid, output byte for byte the same
                      all 8 shaders at -O0validvalid, output byte for byte the same

                      I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

                      How I Ran Into This

                      Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
                      In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
                      It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

                      Metadata

                      Metadata

                      Assignees

                      No one assigned

                        Labels

                        No labels
                        No labels

                        Type

                        No type

                        Projects

                        No projects

                          Milestone

                          No milestone

                          Relationships

                          None yet

                          Development

                          No branches or pull requests

                          Issue actions

                          , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
                          Skip to content

                          Broken Shader Using Loops When Optimizations ON #22

                          Description

                          @jmweever

                          It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

                          With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

                          This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

                          Reproduction

                          min_repro.zip

                          #version460layout( local_size_x =64 ) in;
                          layout( binding =0, std430 ) buffer Out { float vals[]; };
                          layout( push_constant, std430 ) uniform Params { int n; };
                          void main()
                          {
                          for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
                          }
                          glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
                          

                          The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

                           %10 = OpLabel
                          %41 = OpPhi %int %int_0 %5 %35 %11
                          OpLoopMerge %12 %11 None
                          OpBranchConditional %23 %11 %12
                          %11 = OpLabel
                          OpStore %32 %float_1
                          -%35 = OpIAdd %int %41 %int_1
                          OpBranch %10
                          

                          Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

                          Potential Cause

                          It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

                          // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
                          continue;
                          }

                          Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

                          But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

                          It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

                          Possible Fix

                          I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

                          I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

                          inputbeforeafter
                          5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
                          3 shaders without loops, all levelsvalidvalid, output byte for byte the same
                          all 8 shaders at -O0validvalid, output byte for byte the same

                          I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

                          How I Ran Into This

                          Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
                          In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
                          It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

                          Metadata

                          Metadata

                          Assignees

                          No one assigned

                            Labels

                            No labels
                            No labels

                            Type

                            No type

                            Projects

                            No projects

                              Milestone

                              No milestone

                              Relationships

                              None yet

                              Development

                              No branches or pull requests

                              Issue actions

                              , 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Broken Shader Using Loops When Optimizations ON · Issue #22 · renderbag/re-spirv · GitHub
                              Skip to content

                              Broken Shader Using Loops When Optimizations ON #22

                              Description

                              @jmweever

                              It seems like any shader with a loop comes out of respv::Optimizer::run broken, as long as it was compiled with optimizations ON. NVIDIA's driver then segfaults inside vkCreateComputePipelines, and Mesa lavapipe returns VK_ERROR_UNKNOWN.

                              With optimizations on, a loop counter is not kept in memory. Instead the top of the loop has an OpPhi meaning "the counter is 0 on the first pass, or counter + 1 on every later pass". Nothing except that OpPhi reads the instruction computing counter + 1. re-spirv does not count an OpPhi as a reader, so it decides that instruction is unused and deletes it. The OpPhi is left pointing at an instruction that no longer exists.

                              This looks like #17 and #20, but the cause is different. No constant conditions or branch pruning are involved, just dead code elimination miscounting.

                              Reproduction

                              min_repro.zip

                              #version460layout( local_size_x =64 ) in;
                              layout( binding =0, std430 ) buffer Out { float vals[]; };
                              layout( push_constant, std430 ) uniform Params { int n; };
                              void main()
                              {
                              for ( int x =0; x < n; x++ ) vals[ x ] =1.0;
                              }
                              glslc -fshader-stage=compute --target-env=vulkan1.2 -O min_loop.glsl -o min_loop.spv
                              

                              The min_loop.spv passes spirv-val. After respv::Optimizer::run, it fails with The following forward referenced IDs have not been defined: '35[%35]', because %35 is gone while %41 still names it:

                               %10 = OpLabel
                              %41 = OpPhi %int %int_0 %5 %35 %11
                              OpLoopMerge %12 %11 None
                              OpBranchConditional %23 %11 %12
                              %11 = OpLabel
                              OpStore %32 %float_1
                              -%35 = OpIAdd %int %41 %int_1
                              OpBranch %10
                              

                              Loop shape does not matter. Constant trip counts, while with break, and accumulate-only bodies all reproduce it. A phi from ?: does not, since it has no back edge.

                              Potential Cause

                              It does seem that Shader::parseData skips the back edge at re-spirv.cpp:1974:

                              // Make sure this label doesn't come from the loop continue.if (labelId == continueLabelId) {
                              continue;
                              }

                              Skipping the adjacency edge is correct, since instructionAdjacentListIndices feeds the topological sort in Shader::sort and the back edge would make the graph cyclic.

                              But that same list also seeds instructionOutDegrees (re-spirv.cpp:2131), which is what dead code elimination reads. The optimizerReduceResultDegrees deletes an instruction once its out degree hits zero, so an increment that only feeds the loop header phi starts at zero and is removed.

                              It seems like the count is already reduced in the other direction: the teardown at re-spirv.cpp:2332 passes pIncludePhi = true, so deleting an OpPhi reduces the degree of every operand it names, back edge included. It is subtracted but never added.

                              Possible Fix

                              I have attached a patch. It keeps the back edge out of the adjacency list so the sort still works, and counts it into the out degrees separately. Deletion already subtracts these, so the count balances.

                              I tested this with eight compute shaders from a real project, each at -O0, -O and -Os, plus the case above.

                              inputbeforeafter
                              5 shaders with loops, at -O and -Osinvalid, no pipelinevalid, pipeline works
                              3 shaders without loops, all levelsvalidvalid, output byte for byte the same
                              all 8 shaders at -O0validvalid, output byte for byte the same

                              I should note that unoptimized input is untouched, so this is a no-op for callers that never optimize first. A dead loop still gets removed, with identical output before and after. I also confirmed end-to-end in a real game on Godot 4.8.dev (5ec4857b3), NVIDIA 610.57.04, RTX 2070 SUPER. Same release export, only re-spirv swapped: stock segfaults in libnvidia-glvkspirv.so via compute_pipeline_create, patched runs correctly.

                              How I Ran Into This

                              Godot Engine uses re-spirv and runs it on every shader before vkCreateShaderModule on Vulkan. Godot's own shaders are unaffected because it compiles them with the optimizer off:
                              In godot/modules/glslang/register_types.cpp:126 it default-constructs glslang::SpvOptions, and glslang defaults disableOptimizer to true (SPIRV/GlslangToSpv.h:50, godot/thirdparty/glslang/SPIRV/GlslangToSpv.h:50).
                              It seems this is probably reachable from anything directly handing optimized SPIR-V to shader_create_from_spirv.

                              Metadata

                              Metadata

                              Assignees

                              No one assigned

                                Labels

                                No labels
                                No labels

                                Type

                                No type

                                Projects

                                No projects

                                  Milestone

                                  No milestone

                                  Relationships

                                  None yet

                                  Development

                                  No branches or pull requests

                                  Issue actions