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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.
*/
// This file helps maps the layout of resources that we find in the instrumented shaders
#pragma once
#include "state_tracker/descriptor_sets.h"
#include "gpuav/shaders/gpuav_shaders_constants.h"
namespace gpuav {
// These match the Structures found in the instrumentation GLSL logic
namespace glsl {
// Every descriptor set has various BDA pointers to data from the CPU
// Shared among all Descriptor Indexing GPU-AV checks (so we only have to create a single buffer)
struct BoundDescriptorSetsStateSSBO {
// Used to know if descriptors are initialized or not
VkDeviceAddress descriptor_init_status;
VkDeviceAddress descriptor_set_types[kDebugInputBindlessMaxDescSets];
};
// Outputs
struct PostProcessSSBO {
VkDeviceAddress descriptor_index_post_process_buffers[kDebugInputBindlessMaxDescSets];
};
// Represented as a uvec2 in the shader
// TODO - Currently duplicated as needed by various parts
// see interface.h for details
struct BindingLayout {
uint32_t start;
uint32_t count;
};
// Represented as a uvec2 in the shader
// For each descriptor index we have a "slot" to mark what happend on the GPU.
struct PostProcessDescriptorIndexSlot {
// see gpuav_shaders_constants.h for how we split this metadata up
uint32_t meta_data;
// OpVariable ID of descriptor accessed.
// This is required to distinguish between 2 aliased descriptors
uint32_t variable_id;
};
// Represented as a uvec2 in the shader
struct DescriptorState {
DescriptorState() : id(0), extra_data(0) {}
DescriptorState(vvl::DescriptorClass dc, uint32_t id_, uint32_t extra_data_ = 1)
: id(ClassToShaderBits(dc) | id_), extra_data(extra_data_) {}
uint32_t id;
uint32_t extra_data;
static uint32_t ClassToShaderBits(vvl::DescriptorClass dc) {
switch (dc) {
case vvl::DescriptorClass::PlainSampler:
return (kSamplerDesc << kDescBitShift);
case vvl::DescriptorClass::ImageSampler:
return (kImageSamplerDesc << kDescBitShift);
case vvl::DescriptorClass::Image:
return (kImageDesc << kDescBitShift);
case vvl::DescriptorClass::TexelBuffer:
return (kTexelDesc << kDescBitShift);
case vvl::DescriptorClass::GeneralBuffer:
return (kBufferDesc << kDescBitShift);
case vvl::DescriptorClass::InlineUniform:
return (kInlineUniformDesc << kDescBitShift);
case vvl::DescriptorClass::AccelerationStructure:
return (kAccelDesc << kDescBitShift);
case vvl::DescriptorClass::Mutable:
case vvl::DescriptorClass::Invalid:
assert(false);
break;
}
return 0;
}
};
} // namespace glsl
} // namespace gpuav
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