tgjones/shader-playground

Shader playground website for exploring HLSL, GLSL, SPIR-V compilers

C

653

256 commits

updated Oct 6, 2026

See the code

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Kind of, there is https://shader-playground.timjones.io/ Additionally you can select CUDA C++ or PTX on compiler explorer.

on x86-64 Playground – An online assembly editor and GDB-like debugger

0

Oct 21, 2025

Generated code for RDNA 1: https://shader-playground.timjones.io/5d3ece620f45091678dcee...

on Don't "optimize" conditional moves in shaders with mix()+step()

0

Feb 9, 2025

Yeah, sometimes atomics perform way better than you expect them to. Check out the linkedlist benchmark in my suite, 12.1 G elements/s on AMD 5700 XT using DX12. That's a respectable fraction of raw memory bandwidth. Carrying over intuition from CPU land, you'd expect it to be very slow. Looking at…

on Prefix sum on portable compute shaders

0

Nov 17, 2021

Indeed, for Matt Godbolt, and the whole community that has added the remaining AOT languages, .NET is one of the few missing from Compiler Explorer, but it has a similar one at https://sharplab.io/ and there is one at http://shader-playground.timjones.io/ for GPGPU shaders. Here is one talk from…

on Strict memcpy() bounds checking for the Linux kernel

0

Jul 31, 2021

Thanks for the great list of resources for debugging gpu performance! Android GPU Inspector and http://shader-playground.timjones.io/ all look pretty cool. Do you have any other debugging tips or tooling recommendations for a complete graphics noob? I have only done one webgl project before but…

on The case of the curiously slow shader

0

Apr 29, 2021

This is a pretty deep topic. The best resource I've found is: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... I'll also do my best to answer your questions, though I won't be able to do them justice in this space. A pretty good model for GPUs is remote procedure calls. When you want…

on Mesa 20.3 released with out-of-the-box support for Arm's Mali Bifrost GPUs

0

Dec 4, 2020

Right, I haven't looked at PTX or Intel Gen ASM, but on AMD this compiles to a lg(n) series of add instructions each with a warp local shuffle (v_add_nc_u32 with a row_shr: modifier). It's not going to shared memory. I've experimented a bit with hand-rolling scans (using subgroupShuffleUp) and get…

on A Taste of GPU Compute [video]

0

Apr 19, 2020

README

Shader Playground

Shader Playground is a website for exploring shader compilers.

Supported backends

Compilers

Analyzers and optimizers

Compressors

Building

See BUILDING.md

Contributions

Contributions are gratefully accepted. If you want to add a new compiler, or improve integration with an existing compiler, or any other type of bug fix or improvement to the website, please open an issue.

Supporters

Shader Playground is supported by these amazing people. Their sponsorship allows Shader Playground to exist as a free resource for everyone. If you'd like to help, please consider becoming a sponsor on GitHub.

Author

Tim Jones

tgjones/shader-playground

Shader playground website for exploring HLSL, GLSL, SPIR-V compilers

C

653

256 commits

updated Oct 6, 2026

See the code

See what people are saying

SourceMessageScoreDate

Kind of, there is https://shader-playground.timjones.io/ Additionally you can select CUDA C++ or PTX on compiler explorer.

on x86-64 Playground – An online assembly editor and GDB-like debugger

0

Oct 21, 2025

Generated code for RDNA 1: https://shader-playground.timjones.io/5d3ece620f45091678dcee...

on Don't "optimize" conditional moves in shaders with mix()+step()

0

Feb 9, 2025

Yeah, sometimes atomics perform way better than you expect them to. Check out the linkedlist benchmark in my suite, 12.1 G elements/s on AMD 5700 XT using DX12. That's a respectable fraction of raw memory bandwidth. Carrying over intuition from CPU land, you'd expect it to be very slow. Looking at…

on Prefix sum on portable compute shaders

0

Nov 17, 2021

Indeed, for Matt Godbolt, and the whole community that has added the remaining AOT languages, .NET is one of the few missing from Compiler Explorer, but it has a similar one at https://sharplab.io/ and there is one at http://shader-playground.timjones.io/ for GPGPU shaders. Here is one talk from…

on Strict memcpy() bounds checking for the Linux kernel

0

Jul 31, 2021

Thanks for the great list of resources for debugging gpu performance! Android GPU Inspector and http://shader-playground.timjones.io/ all look pretty cool. Do you have any other debugging tips or tooling recommendations for a complete graphics noob? I have only done one webgl project before but…

on The case of the curiously slow shader

0

Apr 29, 2021

This is a pretty deep topic. The best resource I've found is: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... I'll also do my best to answer your questions, though I won't be able to do them justice in this space. A pretty good model for GPUs is remote procedure calls. When you want…

on Mesa 20.3 released with out-of-the-box support for Arm's Mali Bifrost GPUs

0

Dec 4, 2020

Right, I haven't looked at PTX or Intel Gen ASM, but on AMD this compiles to a lg(n) series of add instructions each with a warp local shuffle (v_add_nc_u32 with a row_shr: modifier). It's not going to shared memory. I've experimented a bit with hand-rolling scans (using subgroupShuffleUp) and get…

on A Taste of GPU Compute [video]

0

Apr 19, 2020

README

Shader Playground

Shader Playground is a website for exploring shader compilers.

Supported backends

Compilers

Analyzers and optimizers

Compressors

Building

See BUILDING.md

Contributions

Contributions are gratefully accepted. If you want to add a new compiler, or improve integration with an existing compiler, or any other type of bug fix or improvement to the website, please open an issue.

Supporters

Shader Playground is supported by these amazing people. Their sponsorship allows Shader Playground to exist as a free resource for everyone. If you'd like to help, please consider becoming a sponsor on GitHub.

Author

Tim Jones

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