File: buffer_device_address.comp

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// Copyright (c) 2024-2025 The Khronos Group Inc.
// Copyright (c) 2024-2025 Valve Corporation
// 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.

// NOTE: This file doesn't contain any entrypoints and should be compiled with the --no-link option for glslang

#version 450
#extension GL_GOOGLE_include_directive : enable
#include "common_descriptor_sets.h"
#include "error_payload.h"

// Represent a [begin, end) range, where end is one past the last element held in range
struct Range {
    uint64_t begin;
    uint64_t end;
};


layout(buffer_reference, buffer_reference_align = 8, scalar) buffer BufferDeviceAddressRanges {
    uint bda_range_count;
    uint padding_unused;
    Range bda_ranges[];
};

// Ranges are supposed to:
// 1) be stored from low to high
// 2) not overlap
layout(set = kInstDefaultDescriptorSet, binding = kBindingInstBufferDeviceAddress, scalar) buffer BuffAddrInputBuffer {
    BufferDeviceAddressRanges bda_ranges_ptr;
};

// It is common that an app only has a single BDA address and it is used to poke inside a struct.
// This likely means there is only a single range being accessed, and for shader that do multiple checks,
// we can hopefully speed up runtime perf by hitting this early and leaving fast
//
// TODO - Play around more with having the cache be the last 2 or 4 elements as well as having no cache
//        (and picking depending on what we see instrumenting)
//
// Note - This NEEDS to be initialized with zero otherwise found to crash drivers
//        (it will print as zero, but if used to index into an array, will just crash).
//        GLSL lacks the ability to use the Initializer ID to a OpVariable, so while linking,
//        we will adjust the SPIR-V to set this to zero to start
uint index_cache;

bool inst_buffer_device_address_range(
    const uint inst_offset,
    const uint64_t addr,
    const uint access_type,
    const uint access_byte_size)
{
    const Range cache_range = bda_ranges_ptr.bda_ranges[index_cache];
    if (addr >= cache_range.begin && ((addr + access_byte_size) <= cache_range.end)) {
        return true;
    }

    // Find out if addr is valid
    // ---
    for (uint range_i = 0; range_i < bda_ranges_ptr.bda_range_count; ++range_i) {

        const Range range = bda_ranges_ptr.bda_ranges[range_i];
        if (addr < range.begin) {
            // Invalid address, proceed to error logging
            break;
        }
        if ((addr < range.end) && (addr + access_byte_size > range.end)) {
            // Ranges do not overlap,
            // so if current range holds addr but not (add + access_byte_size), access is invalid
            break;
        }
        if ((addr + access_byte_size) <= range.end) {
            // addr >= range.begin && addr + access_byte_size <= range.end
            // ==> valid access
            index_cache = range_i;
            return true;
        }
        // Address is above current range, proceed to next range.
        // If at loop end, address is invalid.
    }

    error_payload = ErrorPayload(
                        inst_offset,
                        SpecConstantLinkShaderId | (kErrorGroupInstBufferDeviceAddress << kErrorGroupShift) | (kErrorSubCodeBufferDeviceAddressUnallocRef << kErrorSubCodeShift),
                        uint(addr),
                        uint(addr >> 32u),
                        access_type | access_byte_size
                    );
    return false;
}

bool inst_buffer_device_address_align(
    const uint inst_offset,
    const uint64_t addr,
    const uint access_type,
    const uint alignment)
{
    // alignment is guaranteed to be a power of 2
    // this is a valid way in GLSL to have it do OpUConvert for us
    if ((addr & (alignment - 1)) != 0) {
        error_payload = ErrorPayload(
                            inst_offset,
                            SpecConstantLinkShaderId | (kErrorGroupInstBufferDeviceAddress << kErrorGroupShift) | (kErrorSubCodeBufferDeviceAddressAlignment << kErrorSubCodeShift),
                            uint(addr),
                            uint(addr >> 32u),
                            access_type | alignment
                        );
        return false;
    }
    return true;
}