Part of the Khronos Group

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 3 of 3

Thread: Problem with integer div/mod

  1. #1

    Problem with integer div/mod

    Found an interesting bug that manifests both on AMD and Nvidia, albeit differently. Expression:

    Code :
    //int v=2;
      abs(2047483673*v) % 16807
    executed in a fragment shader results in the following values (for int v=2):

    CPU: 13457
    Nvidia: -13457 ('v' a uniform), 13457 ('v' a constant, compile-time evaluation)
    AMD 4xxx: 13460 ('v' a uniform), 13456 ('v' a constant, compile-time evaluation)
    AMD 5xxx: 13456 ('v' a uniform), 13456

    On Nvidia apparently the abs() in there brings the problem forward, without it it works fine (in GLSL the result of integer modulo is undefined for negative operands).
    On AMD it looks like it's being approximated somehow.

    I've discovered it while making a randomizer algorithm, and getting different results everywhere.

    Since no way of reporting bugs to Nvidia works for me, even though I'm a registered developer there, I'm putting it here.

  2. #2
    Senior Member OpenGL Lord
    Join Date
    May 2009

    Re: Problem with integer div/mod

    I fail to see how this is a bug (for GLSL). You're overflowing a signed-integer. And since integer literals are signed unless you make them unsigned, you're getting an overflow. What happens in the case of an overflow is undefined, and therefore any answer is legitimate.

  3. #3

    Re: Problem with integer div/mod

    4.1.3 Integers
    Operations resulting in overflow or underflow will not cause any exception, nor will they saturate, rather they will “wrap” to yield
    the low-order 32 bits of the result.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts