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/* Copyright (c) 2018-2025 The Khronos Group Inc.
* Copyright (c) 2018-2025 Valve Corporation
* Copyright (c) 2018-2025 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 "containers/limits.h"
#include "state_tracker/push_constant_data.h"
#include <vector>
#include <vulkan/vulkan.h>
#include <vulkan/utility/vk_safe_struct.hpp>
struct Location;
namespace vvl {
struct ShaderObject;
} // namespace vvl
namespace gpuav {
class Validator;
class CommandBufferSubState;
namespace valpipe {
struct BoundStorageBuffer {
uint32_t binding = vvl::kU32Max;
VkDescriptorBufferInfo info{VK_NULL_HANDLE, vvl::kU64Max, 0};
};
namespace internal {
[[nodiscard]] bool CreateComputePipelineHelper(Validator& gpuav, const Location& loc,
const std::vector<VkDescriptorSetLayoutBinding> specific_bindings,
VkDescriptorSetLayout additional_desc_set_layout, uint32_t push_constants_byte_size,
uint32_t spirv_size, const uint32_t* spirv, VkDevice& out_device,
VkDescriptorSetLayout& out_specific_descriptor_set_layout,
VkPipelineLayout& out_pipeline_layout, VkShaderModule& out_shader_module,
VkPipeline& out_pipeline);
void DestroyComputePipelineHelper(VkDevice device, VkDescriptorSetLayout specific_descriptor_set_layout,
VkPipelineLayout pipeline_layout, VkShaderModule shader_module, VkPipeline pipeline);
VkDescriptorSet GetDescriptorSetHelper(CommandBufferSubState& cb_state, VkDescriptorSetLayout desc_set_layout);
void BindShaderResourcesHelper(Validator& gpuav, CommandBufferSubState& cb_state, VkPipelineLayout pipeline_layout,
VkDescriptorSet desc_set, const std::vector<VkWriteDescriptorSet>& descriptor_writes,
const uint32_t push_constants_byte_size, const void* push_constants);
} // namespace internal
// ComputePipeline<> is an helper class to create compute pipeline used by GPU-AV to setup things for validation.
// When creating such compute pipelines, typically only the compute shader changes, the setup boilerplate is the same. This helper
// only asks for a description of the compute shader, and handles the boilerplate.
// The compute shader description is stored represented by the ShaderResources template argument.
// ComputePipeline<> handles a single descriptor set, its binding number is glsl::kValPipeDescSet.
// For example usage, valpipe::ComputePipeline<SetupDrawCountDispatchIndirectShader> is a good blueprint
template <typename ShaderResources>
class ComputePipeline {
public:
ComputePipeline(Validator& gpuav, const Location& loc, VkDescriptorSetLayout additional_desc_set_layout = VK_NULL_HANDLE) {
std::vector<VkDescriptorSetLayoutBinding> specific_bindings = ShaderResources::GetDescriptorSetLayoutBindings();
valid = internal::CreateComputePipelineHelper(gpuav, loc, specific_bindings, additional_desc_set_layout,
sizeof(ShaderResources::push_constants),
uint32_t(ShaderResources::GetSpirvSize()), ShaderResources::GetSpirv(),
device, specific_desc_set_layout, pipeline_layout, shader_module, pipeline);
}
~ComputePipeline() {
internal::DestroyComputePipelineHelper(device, specific_desc_set_layout, pipeline_layout, shader_module, pipeline);
}
[[nodiscard]] bool BindShaderResources(Validator& gpuav, CommandBufferSubState& cb_state,
const ShaderResources& shader_resources) {
const VkDescriptorSet desc_set = internal::GetDescriptorSetHelper(cb_state, specific_desc_set_layout);
if (!desc_set) {
return false;
}
const std::vector<VkWriteDescriptorSet> desc_writes = shader_resources.GetDescriptorWrites(desc_set);
internal::BindShaderResourcesHelper(gpuav, cb_state, pipeline_layout, desc_set, desc_writes,
sizeof(shader_resources.push_constants), &shader_resources.push_constants);
return true;
}
VkDevice device = VK_NULL_HANDLE;
VkDescriptorSetLayout specific_desc_set_layout = VK_NULL_HANDLE;
VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
VkShaderModule shader_module = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
bool valid = false;
};
class RestorablePipelineState {
public:
RestorablePipelineState(CommandBufferSubState& cb_state, VkPipelineBindPoint bind_point) : cb_state_(cb_state) {
Create(cb_state, bind_point);
}
~RestorablePipelineState() { Restore(); }
private:
void Create(CommandBufferSubState& cb_state, VkPipelineBindPoint bind_point);
void Restore() const;
CommandBufferSubState& cb_state_;
const vku::safe_VkRenderingInfo* rendering_info_ = nullptr;
VkPipelineBindPoint pipeline_bind_point_ = VK_PIPELINE_BIND_POINT_MAX_ENUM;
VkPipeline pipeline_ = VK_NULL_HANDLE;
VkPipelineLayout desc_set_pipeline_layout_ = VK_NULL_HANDLE;
std::vector<std::pair<VkDescriptorSet, uint32_t>> descriptor_sets_;
std::vector<std::vector<uint32_t>> dynamic_offsets_;
uint32_t push_descriptor_set_index_ = 0;
std::vector<vku::safe_VkWriteDescriptorSet> push_descriptor_set_writes_;
std::vector<PushConstantData> push_constants_data_;
std::vector<vvl::ShaderObject*> shader_objects_;
};
} // namespace valpipe
} // namespace gpuav
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