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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 <vulkan/vulkan_core.h>
#include "../framework/layer_validation_tests.h"
#include "../framework/pipeline_helper.h"
#include "../framework/descriptor_helper.h"
#include "gpu_av_helper.h"
// If on Mesa, also suggest using MESA_SHADER_CACHE_DISABLE=1
class StressGpuAV : public VkLayerTest {
public:
void InitGpuVUDescriptorIndexing(bool safe_mode = false);
void InitGpuAvFramework(std::vector<VkLayerSettingEXT> layer_settings = {}, bool safe_mode = true);
};
static const std::array gpu_av_enables = {VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,
VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_RESERVE_BINDING_SLOT_EXT};
static const std::array gpu_av_disables = {VK_VALIDATION_FEATURE_DISABLE_THREAD_SAFETY_EXT,
VK_VALIDATION_FEATURE_DISABLE_CORE_CHECKS_EXT};
void StressGpuAV::InitGpuAvFramework(std::vector<VkLayerSettingEXT> layer_settings, bool safe_mode) {
SetTargetApiVersion(VK_API_VERSION_1_1);
// We have defaulted GPU-AV to use unsafe mode, but all negative tests need to be "safe" or they will crash
if (safe_mode) {
layer_settings.emplace_back(
VkLayerSettingEXT{OBJECT_LAYER_NAME, "gpuav_safe_mode", VK_LAYER_SETTING_TYPE_BOOL32_EXT, 1, &kVkTrue});
}
VkLayerSettingsCreateInfoEXT layer_setting_ci = vku::InitStructHelper();
layer_setting_ci.settingCount = layer_settings.size();
layer_setting_ci.pSettings = layer_settings.data();
AddRequiredExtensions(VK_EXT_VALIDATION_FEATURES_EXTENSION_NAME);
VkValidationFeaturesEXT validation_features = vku::InitStructHelper();
validation_features.enabledValidationFeatureCount = size32(gpu_av_enables);
validation_features.pEnabledValidationFeatures = gpu_av_enables.data();
if (m_gpuav_disable_core) {
validation_features.disabledValidationFeatureCount = size32(gpu_av_disables);
validation_features.pDisabledValidationFeatures = gpu_av_disables.data();
}
validation_features.pNext = &layer_setting_ci;
RETURN_IF_SKIP(InitFramework(&validation_features));
if (!CanEnableGpuAV(*this)) {
GTEST_SKIP() << "Requirements for GPU-AV are not met";
}
}
void StressGpuAV::InitGpuVUDescriptorIndexing(bool safe_mode) {
AddRequiredExtensions(VK_KHR_MAINTENANCE_4_EXTENSION_NAME);
SetTargetApiVersion(VK_API_VERSION_1_2);
RETURN_IF_SKIP(InitGpuAvFramework({}, safe_mode));
AddRequiredFeature(vkt::Feature::maintenance4);
AddRequiredFeature(vkt::Feature::shaderInt64);
AddRequiredFeature(vkt::Feature::runtimeDescriptorArray);
AddRequiredFeature(vkt::Feature::descriptorBindingSampledImageUpdateAfterBind);
AddRequiredFeature(vkt::Feature::descriptorBindingPartiallyBound);
AddRequiredFeature(vkt::Feature::descriptorBindingVariableDescriptorCount);
AddRequiredFeature(vkt::Feature::shaderSampledImageArrayNonUniformIndexing);
AddRequiredFeature(vkt::Feature::shaderStorageBufferArrayNonUniformIndexing);
RETURN_IF_SKIP(InitState());
}
TEST_F(StressGpuAV, DescriptorIndexing) {
TEST_DESCRIPTION("Do many indexing into the shader");
RETURN_IF_SKIP(InitGpuVUDescriptorIndexing());
InitRenderTarget();
vkt::Buffer buffer(*m_device, 32, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, kHostVisibleMemProps);
// send index to select in image array
uint32_t *buffer_ptr = (uint32_t *)buffer.Memory().Map();
buffer_ptr[0] = 0; // index
OneOffDescriptorSet descriptor_set(m_device,
{
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_ALL, nullptr},
{1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 64, VK_SHADER_STAGE_ALL, nullptr},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
vkt::Image image(*m_device, 16, 16, VK_FORMAT_B8G8R8A8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
image.SetLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
vkt::ImageView image_view = image.CreateView();
vkt::Sampler sampler(*m_device, SafeSaneSamplerCreateInfo());
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, sizeof(uint32_t), VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
descriptor_set.WriteDescriptorImageInfo(1, image_view, sampler, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0);
descriptor_set.WriteDescriptorImageInfo(1, image_view, sampler, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 1);
descriptor_set.WriteDescriptorImageInfo(1, image_view, sampler, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 2);
descriptor_set.UpdateDescriptorSets();
const char *cs_source = R"glsl(
#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 0) buffer Data {
uint index;
} data;
layout(set = 0, binding = 1) uniform sampler2D tex[];
vec4 abc(uint index) {
return texture(tex[index], vec2(1.0, 1.0));
}
vec4 bar(uint index) {
vec4 result = vec4(1.0);
result -= texture(tex[index], vec2(0.1, 5.0));
result -= texture(tex[index], vec2(0.2, 5.0));
result -= texture(tex[index], vec2(0.3, 5.0));
result -= texture(tex[index], vec2(0.4, 5.0));
result -= texture(tex[index], vec2(0.5, 5.0));
result -= texture(tex[index], vec2(0.6, 5.0));
result -= texture(tex[index], vec2(0.7, 5.0));
result -= texture(tex[index], vec2(0.8, 5.0));
result -= texture(tex[index], vec2(0.9, 5.0));
result -= abc(index);
return result;
}
vec4 foo(uint index) {
vec4 result = vec4(0.0);
result += texture(tex[index], vec2(0.1, 2.0));
result += texture(tex[index], vec2(0.2, 2.0));
result += texture(tex[index], vec2(0.3, 2.0));
result += texture(tex[index], vec2(0.4, 2.0));
result += texture(tex[index], vec2(0.5, 2.0));
result += texture(tex[index], vec2(0.6, 2.0));
result += texture(tex[index], vec2(0.7, 2.0));
result += texture(tex[index], vec2(0.8, 2.0));
result += texture(tex[index], vec2(0.9, 2.0));
result += abc(index);
return result;
}
void main() {
vec4 result = vec4(0.0);
result += texture(tex[data.index], vec2(0, 0));
result += texture(tex[data.index], vec2(0.1, 0));
result += texture(tex[data.index], vec2(0.2, 0));
result += texture(tex[data.index], vec2(0.3, 0));
result += texture(tex[data.index], vec2(0.4, 0));
result += texture(tex[data.index], vec2(0.5, 0));
result += texture(tex[data.index], vec2(0.6, 0));
result += texture(tex[data.index], vec2(0.7, 0));
result += texture(tex[data.index], vec2(0.8, 0));
result += texture(tex[data.index], vec2(0.9, 0));
result += texture(tex[data.index], vec2(0, 0.1));
result += foo(data.index);
result += bar(data.index);
result += foo(data.index + 1);
result += bar(data.index + 1);
result += foo(data.index + 2);
result += bar(data.index + 2);
}
)glsl";
CreateComputePipelineHelper pipe(*this);
pipe.cs_ = VkShaderObj(*m_device, cs_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipe.cp_ci_.layout = pipeline_layout;
pipe.CreateComputePipeline();
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipe);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1, &descriptor_set.set_, 0,
nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
}
TEST_F(StressGpuAV, DescriptorIndexing2) {
TEST_DESCRIPTION("Do many indexing into the shader");
RETURN_IF_SKIP(InitGpuVUDescriptorIndexing());
// Will look like
// layout(set = 0, binding = 0) buffer SSBO {
// float a0;
// uint b0, b1, b2, ... bn;
// } x[2];
// void main() {
// float a = x[1].a0;
// x[1].b0 = floatBitsToUint(a * 0);
// x[1].b0 = floatBitsToUint(a * 1);
// x[1].b0 = floatBitsToUint(a * 2);
// // ...
// x[1].bn = floatBitsToUint(a * n);
// }
const uint32_t field_count = 100;
std::ostringstream cs_source;
cs_source << R"glsl(
#version 450
layout(set = 0, binding = 0) buffer SSBO {
float a0;
uint )glsl";
for (uint32_t i = 0; i < field_count; i++) {
cs_source << "b" << i << ", ";
}
cs_source << R"glsl(bn;
} x[2];
void main() {
float a = x[1].a0;
)glsl";
for (uint32_t i = 0; i < field_count; i++) {
cs_source << "x[1].b" << i << " = floatBitsToUint(a * " << i << ".0);\n";
}
cs_source << "\n}";
vkt::Buffer buffer(*m_device, 4096, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, kHostVisibleMemProps);
OneOffDescriptorIndexingSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2, VK_SHADER_STAGE_ALL, nullptr,
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0);
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1);
descriptor_set.UpdateDescriptorSets();
CreateComputePipelineHelper pipe(*this);
pipe.cs_ = VkShaderObj(*m_device, cs_source.str().c_str(), VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipe.cp_ci_.layout = pipeline_layout;
pipe.CreateComputePipeline();
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipe);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1, &descriptor_set.set_, 0,
nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
}
TEST_F(StressGpuAV, DescriptorIndexingPushConstantAccess) {
TEST_DESCRIPTION("Test DescriptroIndexPushConstantAccess optimization");
RETURN_IF_SKIP(InitGpuVUDescriptorIndexing());
InitRenderTarget();
VkPushConstantRange pc_range = {VK_SHADER_STAGE_COMPUTE_BIT, 0, 64};
OneOffDescriptorSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 64, VK_SHADER_STAGE_ALL, nullptr},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_}, {pc_range});
const uint32_t count = 150;
std::ostringstream cs_source;
cs_source << R"glsl(
#version 450
#extension GL_EXT_buffer_reference2 : require
#extension GL_EXT_buffer_reference_uvec2 : require
#extension GL_EXT_nonuniform_qualifier : require
layout(set = 0, binding = 0, std430) buffer SSBO {
uint _m0[];
} data[];
layout(push_constant, std430) uniform PC {
uint a;
uint b;
};
void main() {
// data[b]._m0[a + 0] = 0;
// data[b]._m0[a + 1] = 1;
// data[b]._m0[a + 2] = 2;
// ...
)glsl";
for (uint32_t i = 0; i < count; i++) {
cs_source << "data[b + 1]._m0[" << i << "] = " << i << ";\n";
}
cs_source << "\n}";
CreateComputePipelineHelper pipe(*this);
pipe.cs_ = VkShaderObj(*m_device, cs_source.str().c_str(), VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipe.cp_ci_.layout = pipeline_layout;
pipe.CreateComputePipeline();
}
TEST_F(StressGpuAV, DescriptorIndexingLoop) {
TEST_DESCRIPTION("Show the GPU overhead of doing redundant checks inside a loop");
RETURN_IF_SKIP(InitGpuVUDescriptorIndexing());
const char *cs_source = R"glsl(
#version 450
layout (local_size_x = 256) in;
layout(set = 0, binding = 0) buffer Data {
uint a;
uint b;
uint c;
uint result;
} buffers[2];
void main() {
uint x = 0;
// Only does 3 instrumentations in the loop
// But if not getting hoisted out, can take seconds to execute on the GPU
for (int i = 0; i < 32768; i++) {
x += buffers[0].a;
x *= buffers[0].b;
x -= buffers[0].c;
}
buffers[1].result = x;
}
)glsl";
vkt::Buffer buffer(*m_device, 4096, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, kHostVisibleMemProps);
OneOffDescriptorIndexingSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2, VK_SHADER_STAGE_ALL, nullptr,
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0);
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1);
descriptor_set.UpdateDescriptorSets();
CreateComputePipelineHelper pipe(*this);
pipe.cs_ = VkShaderObj(*m_device, cs_source, VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_0);
pipe.cp_ci_.layout = pipeline_layout;
pipe.CreateComputePipeline();
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipe);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1, &descriptor_set.set_, 0,
nullptr);
vk::CmdDispatch(m_command_buffer, 32, 32, 1);
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
}
TEST_F(StressGpuAV, DescriptorIndexingGeneralBufferOOB) {
TEST_DESCRIPTION("Touching every part of a SSBO");
SetTargetApiVersion(VK_API_VERSION_1_2);
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
// Will look like
// layout(set = 0, binding = 0) buffer SSBO {
// float a;
// vec4 m[32];
// };
// void main() {
// vec4 b = vec4(1.0, 2.0, 1.0, 2.0);
// // Note - This is generated as 4 seperate OpLoads here
// a += dot(vec4(m[0].x, m[0].y, m[0].z, m[0].w), b);
// a += dot(vec4(m[31].x, m[31].y, m[31].z, m[31].w), b);
// }
const uint32_t array_count = 32;
std::ostringstream cs_source;
cs_source << R"glsl(
#version 450
layout(set = 0, binding = 0) buffer SSBO {
float a;
vec4 m[)glsl";
cs_source << array_count << "];\n};\n";
cs_source << R"glsl(
void main() {
vec4 b = vec4(1.0, 2.0, 1.0, 2.0);
)glsl";
for (uint32_t i = 0; i < array_count; i++) {
cs_source << "a += dot(vec4(m[" << i << "].x, m[" << i << "].y, m[" << i << "].z, m[" << i << "].w), b);\n";
}
cs_source << "\n}";
vkt::Buffer buffer(*m_device, 4096, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, kHostVisibleMemProps);
OneOffDescriptorSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_ALL, nullptr},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0);
descriptor_set.UpdateDescriptorSets();
CreateComputePipelineHelper pipe(*this);
pipe.cs_ = VkShaderObj(*m_device, cs_source.str().c_str(), VK_SHADER_STAGE_COMPUTE_BIT, SPV_ENV_VULKAN_1_2);
pipe.cp_ci_.layout = pipeline_layout;
pipe.CreateComputePipeline();
m_command_buffer.Begin();
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipe);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1, &descriptor_set.set_, 0,
nullptr);
vk::CmdDispatch(m_command_buffer, 1, 1, 1);
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
}
TEST_F(StressGpuAV, BufferDeviceAddress) {
SetTargetApiVersion(VK_API_VERSION_1_2);
AddRequiredExtensions(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::bufferDeviceAddress);
AddRequiredFeature(vkt::Feature::shaderInt64);
// About a 5x speed up to run in unsafe mode
RETURN_IF_SKIP(InitGpuAvFramework({}, false));
RETURN_IF_SKIP(InitState());
InitRenderTarget();
const uint32_t count = 32;
std::ostringstream cs_source;
cs_source << R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference) buffer BDA {
vec3 x;
vec3 payload[4096];
};
layout(push_constant) uniform Uniforms {
BDA ptr;
};
void main() {
vec3 a = vec3(0);
// a += fma(vec3(ptr.payload[0].x, ptr.payload[0].y, ptr.payload[0].z),
// vec3(ptr.payload[1].x, ptr.payload[1].y, ptr.payload[1].z),
// vec3(ptr.payload[2].x, ptr.payload[2].y, ptr.payload[2].z));
//
// .... many times
//
// ptr.x = a;
)glsl";
for (uint32_t i = 0; i < count; i += 3) {
cs_source << "a += fma(vec3(ptr.payload[" << i << "].x, ptr.payload[" << i << "].y, ptr.payload[" << i << "].z), ";
cs_source << "vec3(ptr.payload[" << i + 1 << "].x, ptr.payload[" << i + 1 << "].y, ptr.payload[" << i + 1 << "].z), ";
cs_source << "vec3(ptr.payload[" << i + 2 << "].x, ptr.payload[" << i + 2 << "].y, ptr.payload[" << i + 2 << "].z));\n";
}
cs_source << "\nptr.x = a;\n}";
VkPushConstantRange pc_range = {VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(VkDeviceAddress)};
const vkt::PipelineLayout pipeline_layout(*m_device, {}, {pc_range});
CreateComputePipelineHelper pipe(*this);
pipe.cp_ci_.layout = pipeline_layout;
pipe.cs_ = VkShaderObj(*m_device, cs_source.str().c_str(), VK_SHADER_STAGE_COMPUTE_BIT);
pipe.CreateComputePipeline();
}
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