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/* Copyright (c) 2023-2025 The Khronos Group Inc.
* Copyright (c) 2023-2025 Valve Corporation
* Copyright (c) 2023-2025 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.
*/
#include "gpuav/descriptor_validation/gpuav_descriptor_set.h"
#include <mutex>
#include "gpuav/core/gpuav.h"
#include "gpuav/resources/gpuav_state_trackers.h"
#include "gpuav/resources/gpuav_shader_resources.h"
#include "gpuav/shaders/gpuav_shaders_constants.h"
#include "state_tracker/descriptor_sets.h"
#include "containers/limits.h"
#include "profiling/profiling.h"
using vvl::DescriptorClass;
namespace gpuav {
DescriptorSetSubState::DescriptorSetSubState(const vvl::DescriptorSet &set, Validator &state_data)
: vvl::DescriptorSetSubState(set), input_buffer_(state_data) {
BuildBindingLayouts();
}
DescriptorSetSubState::~DescriptorSetSubState() { input_buffer_.Destroy(); }
void DescriptorSetSubState::BuildBindingLayouts() {
const uint32_t binding_count = (base.GetBindingCount() > 0) ? base.GetLayout()->GetMaxBinding() + 1 : 0;
binding_layouts_.resize(binding_count);
uint32_t start = 0;
for (const auto &binding : base) {
if (binding->type == VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK) {
binding_layouts_[binding->binding] = {start, 1};
start++;
} else {
binding_layouts_[binding->binding] = {start, binding->count};
start += binding->count;
}
}
}
template <typename StateObject>
DescriptorId GetId(const StateObject *obj, bool allow_null = true) {
if (!obj) {
return allow_null ? glsl::kNullDescriptor : 0;
}
auto &sub_state = SubState(*obj);
return sub_state.Id();
}
static glsl::DescriptorState GetInData(const vvl::BufferDescriptor &desc) {
return glsl::DescriptorState(DescriptorClass::GeneralBuffer, GetId(desc.GetBufferState()),
static_cast<uint32_t>(desc.GetEffectiveRange()));
}
static glsl::DescriptorState GetInData(const vvl::TexelDescriptor &desc) {
auto *buffer_view_state = desc.GetBufferViewState();
uint32_t res_size = vvl::kU32Max;
if (buffer_view_state) {
auto view_size = buffer_view_state->Size();
res_size = static_cast<uint32_t>(view_size / GetTexelBufferFormatSize(buffer_view_state->create_info.format));
}
return glsl::DescriptorState(DescriptorClass::TexelBuffer, GetId(buffer_view_state), res_size);
}
static glsl::DescriptorState GetInData(const vvl::ImageDescriptor &desc) {
return glsl::DescriptorState(DescriptorClass::Image, GetId(desc.GetImageViewState()));
}
static glsl::DescriptorState GetInData(const vvl::SamplerDescriptor &desc) {
return glsl::DescriptorState(DescriptorClass::PlainSampler, GetId(desc.GetSamplerState()));
}
static glsl::DescriptorState GetInData(const vvl::ImageSamplerDescriptor &desc) {
// image can be null in some cases, but the sampler can't
return glsl::DescriptorState(DescriptorClass::ImageSampler, GetId(desc.GetImageViewState()),
GetId(desc.GetSamplerState(), false));
}
static glsl::DescriptorState GetInData(const vvl::AccelerationStructureDescriptor &ac) {
uint32_t id = ac.IsKHR() ? GetId(ac.GetAccelerationStructureStateKHR()) : GetId(ac.GetAccelerationStructureStateNV());
return glsl::DescriptorState(DescriptorClass::AccelerationStructure, id);
}
static glsl::DescriptorState GetInData(const vvl::MutableDescriptor &desc) {
auto desc_class = desc.ActiveClass();
switch (desc_class) {
case DescriptorClass::GeneralBuffer: {
auto buffer_state = desc.GetSharedBufferState();
return glsl::DescriptorState(desc_class, GetId(buffer_state.get()),
buffer_state ? static_cast<uint32_t>(buffer_state->create_info.size) : vvl::kU32Max);
}
case DescriptorClass::TexelBuffer: {
auto buffer_view_state = desc.GetSharedBufferViewState();
uint32_t res_size = vvl::kU32Max;
if (buffer_view_state) {
auto view_size = buffer_view_state->Size();
res_size = static_cast<uint32_t>(view_size / GetTexelBufferFormatSize(buffer_view_state->create_info.format));
}
return glsl::DescriptorState(desc_class, GetId(buffer_view_state.get()), res_size);
}
case DescriptorClass::PlainSampler: {
return glsl::DescriptorState(desc_class, GetId(desc.GetSharedSamplerState().get()));
}
case DescriptorClass::ImageSampler: {
// image can be null in some cases, but the sampler can't
return glsl::DescriptorState(desc_class, GetId(desc.GetSharedImageViewState().get()),
GetId(desc.GetSharedSamplerState().get(), false));
}
case DescriptorClass::Image: {
return glsl::DescriptorState(DescriptorClass::Image, GetId(desc.GetSharedImageViewState().get()));
}
case DescriptorClass::AccelerationStructure: {
uint32_t id =
desc.IsKHR() ? GetId(desc.GetAccelerationStructureStateKHR()) : GetId(desc.GetAccelerationStructureStateNV());
return glsl::DescriptorState(DescriptorClass::AccelerationStructure, id);
}
case DescriptorClass::InlineUniform:
case DescriptorClass::Mutable:
case DescriptorClass::Invalid:
assert(false);
break;
}
// If unsupported descriptor, act as if it is null and skip
return glsl::DescriptorState(desc_class, glsl::kNullDescriptor, vvl::kU32Max);
}
template <typename Binding>
void FillBindingInData(const Binding &binding, glsl::DescriptorState *data, uint32_t &index) {
for (uint32_t di = 0; di < binding.count; di++) {
if (!binding.updated[di]) {
data[index++] = glsl::DescriptorState();
} else {
data[index++] = GetInData(binding.descriptors[di]);
}
}
}
// Inline Uniforms are currently treated as a single descriptor. Writes to any offsets cause the whole range to be valid.
template <>
void FillBindingInData(const vvl::InlineUniformBinding &binding, glsl::DescriptorState *data, uint32_t &index) {
// While not techincally a "null descriptor" we want to skip it as if it is one
data[index++] = glsl::DescriptorState(DescriptorClass::InlineUniform, glsl::kNullDescriptor, vvl::kU32Max);
}
VkDeviceAddress DescriptorSetSubState::GetTypeAddress(Validator &gpuav) {
std::lock_guard guard(state_lock_);
const uint32_t current_version = current_version_.load();
// Will be empty on first time getting the state
if (input_buffer_.Address() != 0) {
if (last_used_version_ == current_version) {
return input_buffer_.Address(); // nothing has changed
} else {
// will replace (descriptor array size might have change, so need to resize buffer)
input_buffer_.Destroy();
}
}
last_used_version_ = current_version;
if (base.GetNonInlineDescriptorCount() == 0) {
// no descriptors case, return a dummy state object
return input_buffer_.Address();
}
VkBufferCreateInfo buffer_info = vku::InitStruct<VkBufferCreateInfo>();
buffer_info.size = base.GetNonInlineDescriptorCount() * sizeof(glsl::DescriptorState);
buffer_info.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
// The descriptor state buffer can be very large (4mb+ in some games). Allocating it as HOST_CACHED
// and manually flushing it at the end of the state updates is faster than using HOST_COHERENT.
VmaAllocationCreateInfo alloc_info{};
alloc_info.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
const bool success = input_buffer_.Create(&buffer_info, &alloc_info);
if (!success) {
return 0;
}
auto data = (glsl::DescriptorState *)input_buffer_.GetMappedPtr();
uint32_t index = 0;
for (const auto &binding : base) {
switch (binding->descriptor_class) {
case DescriptorClass::InlineUniform:
FillBindingInData(static_cast<const vvl::InlineUniformBinding &>(*binding), data, index);
break;
case DescriptorClass::GeneralBuffer:
FillBindingInData(static_cast<const vvl::BufferBinding &>(*binding), data, index);
break;
case DescriptorClass::TexelBuffer:
FillBindingInData(static_cast<const vvl::TexelBinding &>(*binding), data, index);
break;
case DescriptorClass::Mutable:
FillBindingInData(static_cast<const vvl::MutableBinding &>(*binding), data, index);
break;
case DescriptorClass::PlainSampler:
FillBindingInData(static_cast<const vvl::SamplerBinding &>(*binding), data, index);
break;
case DescriptorClass::ImageSampler:
FillBindingInData(static_cast<const vvl::ImageSamplerBinding &>(*binding), data, index);
break;
case DescriptorClass::Image:
FillBindingInData(static_cast<const vvl::ImageBinding &>(*binding), data, index);
break;
case DescriptorClass::AccelerationStructure:
FillBindingInData(static_cast<const vvl::AccelerationStructureBinding &>(*binding), data, index);
break;
case DescriptorClass::Invalid:
gpuav.InternalError(gpuav.device, Location(vvl::Func::Empty), "Unknown DescriptorClass");
}
}
// Flush the descriptor state buffer before unmapping so that the new state is visible to the GPU
input_buffer_.FlushAllocation();
return input_buffer_.Address();
}
void DescriptorSetSubState::NotifyUpdate() { current_version_++; }
} // namespace gpuav
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