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/* Copyright (c) 2020-2025 The Khronos Group Inc.
* Copyright (c) 2020-2025 Valve Corporation
* Copyright (c) 2020-2025 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <cstdint>
#include <string>
#include <vector>
// Default values for those settings should match layers/VkLayer_khronos_validation.json.in
struct GpuAVSettings {
bool safe_mode = false;
bool force_on_robustness = false;
bool select_instrumented_shaders = false;
std::vector<std::string> shader_selection_regexes{};
bool validate_indirect_draws_buffers = true;
bool validate_indirect_dispatches_buffers = true;
bool validate_indirect_trace_rays_buffers = true;
bool validate_buffer_copies = true;
bool validate_index_buffers = true;
// Currently turned of due to some false positives still observed
bool validate_image_layout = false;
bool vma_linear_output = true;
bool debug_validate_instrumented_shaders = false;
bool debug_dump_instrumented_shaders = false;
uint32_t debug_max_instrumentations_count = 0; // zero is same as "unlimited"
bool debug_print_instrumentation_info = false;
// Note - even though DebugPrintf basically fits in here, from the user point of view they are different and that is reflected
// in the settings (which are reflected in VkConfig). To make our lives easier, we just make these settings with the hierarchy
// of the settings exposed
struct ShaderInstrumentation {
bool descriptor_checks = true;
bool buffer_device_address = true;
bool ray_query = true;
bool post_process_descriptor_indexing = true;
bool vertex_attribute_fetch_oob = true;
} shader_instrumentation;
bool IsShaderInstrumentationEnabled() const;
bool IsSpirvModified() const;
// Also disables shader caching and select shader instrumentation
void DisableShaderInstrumentationAndOptions();
bool IsBufferValidationEnabled() const;
void SetBufferValidationEnabled(bool enabled);
void SetShaderSelectionRegexes(std::vector<std::string> &&shader_selection_regexes);
bool MatchesAnyShaderSelectionRegex(const std::string &debug_name);
// For people who are using VkValidationFeatureEnableEXT to set only DebugPrintf (and want the rest of GPU-AV off)
bool debug_printf_only = false;
void SetOnlyDebugPrintf();
bool debug_printf_enabled = false;
bool debug_printf_to_stdout = false;
bool debug_printf_verbose = false;
uint32_t debug_printf_buffer_size = 1024;
void TracyLogSettings() const;
};
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