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/* Copyright (c) 2024-2025 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 <mutex>
#include "containers/custom_containers.h"
#include "gpuav/resources/gpuav_vulkan_objects.h"
#include "generated/vk_object_types.h"
namespace gpuav {
class Validator;
class CommandBufferSubState;
using DescriptorId = uint32_t;
class DescriptorHeap {
public:
DescriptorHeap(Validator &gpuav, uint32_t max_descriptors);
~DescriptorHeap();
DescriptorId NextId(const VulkanTypedHandle &handle);
void DeleteId(DescriptorId id);
VkDeviceAddress GetDeviceAddress() const { return buffer_.Address(); }
private:
mutable std::mutex lock_;
const uint32_t max_descriptors_;
DescriptorId next_id_{1};
vvl::unordered_map<DescriptorId, VulkanTypedHandle> alloc_map_;
vko::Buffer buffer_;
uint32_t *gpu_heap_state_{nullptr};
};
// Descriptor Ids are used on the GPU to identify if a given descriptor is valid.
// In some applications there are very large bindless descriptor arrays where it isn't feasible to track validity
// via the StateObject::parent_nodes_ map as usual. Instead, these ids are stored in a giant GPU accessible bitmap
// so that the instrumentation can decide if a descriptor is actually valid when it is used in a shader.
class DescriptorIdTracker {
public:
DescriptorIdTracker(DescriptorHeap &heap_, VulkanTypedHandle handle) : heap(heap_), id(heap_.NextId(handle)) {}
DescriptorIdTracker(const DescriptorIdTracker &) = delete;
DescriptorIdTracker &operator=(const DescriptorIdTracker &) = delete;
~DescriptorIdTracker() { heap.DeleteId(id); }
DescriptorHeap &heap;
const DescriptorId id{};
};
void DescriptorChecksOnFinishDeviceSetup(Validator &gpuav);
void RegisterDescriptorChecksValidation(Validator& gpuav, CommandBufferSubState& cb);
} // namespace gpuav
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