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/*
* Copyright (c) 2023-2024 Nintendo
* 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
*/
#include <vulkan/vulkan_core.h>
#include "../framework/layer_validation_tests.h"
#include "../framework/shader_object_helper.h"
#include "../framework/pipeline_helper.h"
class PositiveGpuAVShaderObject : public GpuAVTest {
public:
void InitBasicShaderObject() {
SetTargetApiVersion(VK_API_VERSION_1_2);
AddRequiredExtensions(VK_EXT_SHADER_OBJECT_EXTENSION_NAME);
AddRequiredExtensions(VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::dynamicRendering);
AddRequiredFeature(vkt::Feature::shaderObject);
}
};
TEST_F(PositiveGpuAVShaderObject, RestoreUserPushConstants) {
TEST_DESCRIPTION("Test that user supplied push constants are correctly restored. One graphics pipeline, indirect draw.");
InitBasicShaderObject();
AddRequiredExtensions(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::bufferDeviceAddress);
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
InitDynamicRenderTarget();
vkt::Buffer indirect_draw_parameters_buffer(*m_device, sizeof(VkDrawIndirectCommand), VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT,
kHostVisibleMemProps);
auto &indirect_draw_parameters = *static_cast<VkDrawIndirectCommand *>(indirect_draw_parameters_buffer.Memory().Map());
indirect_draw_parameters.vertexCount = 3;
indirect_draw_parameters.instanceCount = 1;
indirect_draw_parameters.firstVertex = 0;
indirect_draw_parameters.firstInstance = 0;
constexpr int32_t int_count = 16;
vkt::Buffer storage_buffer(*m_device, int_count * sizeof(int32_t), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, vkt::device_address);
// Use different push constant ranges for vertex and fragment shader.
// The underlying storage buffer is the same.
// Vertex shader will fill the first 8 integers, fragment shader the other 8
struct PushConstants {
// Vertex shader
VkDeviceAddress storage_buffer_ptr_1;
int32_t integers_1[int_count / 2];
// Fragment shader
VkDeviceAddress storage_buffer_ptr_2;
int32_t integers_2[int_count / 2];
} push_constants;
push_constants.storage_buffer_ptr_1 = storage_buffer.Address();
push_constants.storage_buffer_ptr_2 = storage_buffer.Address() + sizeof(int32_t) * (int_count / 2);
for (int32_t i = 0; i < int_count / 2; ++i) {
push_constants.integers_1[i] = i;
push_constants.integers_2[i] = (int_count / 2) + i;
}
constexpr uint32_t shader_pcr_byte_size = uint32_t(sizeof(VkDeviceAddress)) + uint32_t(sizeof(int32_t)) * (int_count / 2);
std::array<VkPushConstantRange, 2> push_constant_ranges = {{
{VK_SHADER_STAGE_VERTEX_BIT, 0, shader_pcr_byte_size},
{VK_SHADER_STAGE_FRAGMENT_BIT, shader_pcr_byte_size, shader_pcr_byte_size},
}};
VkPipelineLayoutCreateInfo plci = vku::InitStructHelper();
plci.pushConstantRangeCount = size32(push_constant_ranges);
plci.pPushConstantRanges = push_constant_ranges.data();
vkt::PipelineLayout pipeline_layout(*m_device, plci);
const char *vs_source = R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference, std430, buffer_reference_align = 16) buffer MyPtrType {
int out_array[8];
};
layout(push_constant) uniform PushConstants {
MyPtrType ptr;
int in_array[8];
} pc;
vec2 vertices[3];
void main() {
vertices[0] = vec2(-1.0, -1.0);
vertices[1] = vec2( 1.0, -1.0);
vertices[2] = vec2( 0.0, 1.0);
gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0, 1.0);
for (int i = 0; i < 8; ++i) {
pc.ptr.out_array[i] = pc.in_array[i];
}
}
)glsl";
const auto vs_spv = GLSLToSPV(VK_SHADER_STAGE_VERTEX_BIT, vs_source);
const char *fs_source = R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference, std430, buffer_reference_align = 16) buffer MyPtrType {
int out_array[8];
};
layout(push_constant) uniform PushConstants {
layout(offset = 40) MyPtrType ptr;
int in_array[8];
} pc;
layout(location = 0) out vec4 uFragColor;
void main() {
for (int i = 0; i < 8; ++i) {
pc.ptr.out_array[i] = pc.in_array[i];
}
}
)glsl";
const auto fs_spv = GLSLToSPV(VK_SHADER_STAGE_FRAGMENT_BIT, fs_source);
VkShaderCreateInfoEXT vs_ci = ShaderCreateInfo(vs_spv, VK_SHADER_STAGE_VERTEX_BIT, 0, nullptr,
static_cast<uint32_t>(push_constant_ranges.size()), push_constant_ranges.data());
VkShaderCreateInfoEXT fs_ci = ShaderCreateInfo(fs_spv, VK_SHADER_STAGE_FRAGMENT_BIT, 0, nullptr,
static_cast<uint32_t>(push_constant_ranges.size()), push_constant_ranges.data());
const vkt::Shader vs(*m_device, vs_ci);
const vkt::Shader fs(*m_device, fs_ci);
VkCommandBufferBeginInfo begin_info = vku::InitStructHelper();
m_command_buffer.Begin(&begin_info);
m_command_buffer.BeginRenderingColor(GetDynamicRenderTarget(), GetRenderTargetArea());
SetDefaultDynamicStatesExclude();
m_command_buffer.BindShaders(vs, fs);
vk::CmdPushConstants(m_command_buffer, pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0, shader_pcr_byte_size, &push_constants);
vk::CmdPushConstants(m_command_buffer, pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, shader_pcr_byte_size,
shader_pcr_byte_size, &push_constants.storage_buffer_ptr_2);
// Make sure pushing the same push constants twice does not break internal management
vk::CmdPushConstants(m_command_buffer, pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0, shader_pcr_byte_size, &push_constants);
vk::CmdPushConstants(m_command_buffer, pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, shader_pcr_byte_size,
shader_pcr_byte_size, &push_constants.storage_buffer_ptr_2);
// Vertex shader will write 8 values to storage buffer, fragment shader another 8
vk::CmdDrawIndirect(m_command_buffer, indirect_draw_parameters_buffer, 0, 1, sizeof(VkDrawIndirectCommand));
m_command_buffer.EndRendering();
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
auto storage_buffer_ptr = static_cast<int32_t *>(storage_buffer.Memory().Map());
for (int32_t i = 0; i < int_count; ++i) {
ASSERT_EQ(storage_buffer_ptr[i], i);
}
}
TEST_F(PositiveGpuAVShaderObject, RestoreUserPushConstants2) {
TEST_DESCRIPTION(
"Test that user supplied push constants are correctly restored. One graphics pipeline, one compute pipeline, indirect draw "
"and dispatch.");
InitBasicShaderObject();
AddRequiredExtensions(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::bufferDeviceAddress);
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
InitDynamicRenderTarget();
constexpr int32_t int_count = 8;
struct PushConstants {
VkDeviceAddress storage_buffer;
int32_t integers[int_count];
};
// Graphics pipeline
// ---
const char *vs_source = R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference, std430, buffer_reference_align = 16) buffer MyPtrType {
int out_array[8];
};
layout(push_constant) uniform PushConstants {
MyPtrType ptr;
int in_array[8];
} pc;
vec2 vertices[3];
void main() {
vertices[0] = vec2(-1.0, -1.0);
vertices[1] = vec2( 1.0, -1.0);
vertices[2] = vec2( 0.0, 1.0);
gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0, 1.0);
for (int i = 0; i < 4; ++i) {
pc.ptr.out_array[i] = pc.in_array[i];
}
}
)glsl";
const auto vs_spv = GLSLToSPV(VK_SHADER_STAGE_VERTEX_BIT, vs_source);
const char *fs_source = R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference, std430, buffer_reference_align = 16) buffer MyPtrType {
int out_array[8];
};
layout(push_constant) uniform PushConstants {
MyPtrType ptr;
int in_array[8];
} pc;
layout(location = 0) out vec4 uFragColor;
void main() {
for (int i = 4; i < 8; ++i) {
pc.ptr.out_array[i] = pc.in_array[i];
}
}
)glsl";
const auto fs_spv = GLSLToSPV(VK_SHADER_STAGE_FRAGMENT_BIT, fs_source);
VkPushConstantRange graphics_push_constant_ranges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(PushConstants)};
VkPipelineLayoutCreateInfo graphics_plci = vku::InitStructHelper();
graphics_plci.pushConstantRangeCount = 1;
graphics_plci.pPushConstantRanges = &graphics_push_constant_ranges;
vkt::PipelineLayout graphics_pipeline_layout(*m_device, graphics_plci);
vkt::Buffer graphics_storage_buffer(*m_device, int_count * sizeof(int32_t), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
vkt::device_address);
PushConstants graphics_push_constants;
graphics_push_constants.storage_buffer = graphics_storage_buffer.Address();
for (int32_t i = 0; i < int_count; ++i) {
graphics_push_constants.integers[i] = i;
}
vkt::Buffer indirect_draw_parameters_buffer(*m_device, sizeof(VkDrawIndirectCommand), VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT,
kHostVisibleMemProps);
auto &indirect_draw_parameters = *static_cast<VkDrawIndirectCommand *>(indirect_draw_parameters_buffer.Memory().Map());
indirect_draw_parameters.vertexCount = 3;
indirect_draw_parameters.instanceCount = 1;
indirect_draw_parameters.firstVertex = 0;
indirect_draw_parameters.firstInstance = 0;
VkShaderCreateInfoEXT vs_ci =
ShaderCreateInfo(vs_spv, VK_SHADER_STAGE_VERTEX_BIT, 0, nullptr, 1, &graphics_push_constant_ranges);
VkShaderCreateInfoEXT fs_ci =
ShaderCreateInfo(fs_spv, VK_SHADER_STAGE_FRAGMENT_BIT, 0, nullptr, 1, &graphics_push_constant_ranges);
const vkt::Shader vs(*m_device, vs_ci);
const vkt::Shader fs(*m_device, fs_ci);
// Compute pipeline
// ---
const char *cs_source = R"glsl(
#version 450
#extension GL_EXT_buffer_reference : enable
layout(buffer_reference, std430, buffer_reference_align = 16) buffer MyPtrType {
int out_array[8];
};
layout(push_constant) uniform PushConstants {
MyPtrType ptr;
int in_array[8];
} pc;
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main() {
for (int i = 0; i < 8; ++i) {
pc.ptr.out_array[i] = pc.in_array[i];
}
}
)glsl";
const auto cs_spv = GLSLToSPV(VK_SHADER_STAGE_COMPUTE_BIT, cs_source);
VkPushConstantRange compute_push_constant_ranges = {VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(PushConstants)};
VkPipelineLayoutCreateInfo compute_plci = vku::InitStructHelper();
compute_plci.pushConstantRangeCount = 1;
compute_plci.pPushConstantRanges = &compute_push_constant_ranges;
vkt::PipelineLayout compute_pipeline_layout(*m_device, compute_plci);
vkt::Buffer compute_storage_buffer(*m_device, int_count * sizeof(int32_t), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
vkt::device_address);
PushConstants compute_push_constants;
compute_push_constants.storage_buffer = compute_storage_buffer.Address();
for (int32_t i = 0; i < int_count; ++i) {
compute_push_constants.integers[i] = int_count + i;
}
VkShaderCreateInfoEXT cs_ci =
ShaderCreateInfo(cs_spv, VK_SHADER_STAGE_COMPUTE_BIT, 0, nullptr, 1, &compute_push_constant_ranges);
const vkt::Shader cs(*m_device, cs_ci);
vkt::Buffer indirect_dispatch_parameters_buffer(*m_device, sizeof(VkDrawIndirectCommand), VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT,
kHostVisibleMemProps);
auto &indirect_dispatch_parameters =
*static_cast<VkDispatchIndirectCommand *>(indirect_dispatch_parameters_buffer.Memory().Map());
indirect_dispatch_parameters.x = 1;
indirect_dispatch_parameters.y = 1;
indirect_dispatch_parameters.z = 1;
// Submit commands
// ---
m_command_buffer.Begin();
m_command_buffer.BeginRenderingColor(GetDynamicRenderTarget(), GetRenderTargetArea());
SetDefaultDynamicStatesExclude();
m_command_buffer.BindShaders(vs, fs);
m_command_buffer.BindCompShader(cs);
vk::CmdPushConstants(m_command_buffer, graphics_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(graphics_push_constants), &graphics_push_constants);
// Vertex shader will write 4 values to graphics storage buffer, fragment shader another 4
vk::CmdDrawIndirect(m_command_buffer, indirect_draw_parameters_buffer, 0, 1, sizeof(VkDrawIndirectCommand));
m_command_buffer.EndRendering();
vk::CmdPushConstants(m_command_buffer, compute_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(compute_push_constants),
&compute_push_constants);
// Compute shaders will write 8 values to compute storage buffer
vk::CmdDispatchIndirect(m_command_buffer, indirect_dispatch_parameters_buffer, 0);
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
auto compute_storage_buffer_ptr = static_cast<int32_t *>(compute_storage_buffer.Memory().Map());
for (int32_t i = 0; i < int_count; ++i) {
ASSERT_EQ(compute_storage_buffer_ptr[i], int_count + i);
}
auto graphics_storage_buffer_ptr = static_cast<int32_t *>(graphics_storage_buffer.Memory().Map());
for (int32_t i = 0; i < int_count; ++i) {
ASSERT_EQ(graphics_storage_buffer_ptr[i], i);
}
}
TEST_F(PositiveGpuAVShaderObject, DispatchShaderObjectAndPipeline) {
TEST_DESCRIPTION("GPU validation: Validate selection of which shaders get instrumented for GPU-AV");
InitBasicShaderObject();
AddRequiredFeature(vkt::Feature::robustBufferAccess);
std::vector<VkLayerSettingEXT> layer_settings = {
{OBJECT_LAYER_NAME, "gpuav_select_instrumented_shaders", VK_LAYER_SETTING_TYPE_BOOL32_EXT, 1, &kVkTrue}};
RETURN_IF_SKIP(InitGpuAvFramework(layer_settings));
RETURN_IF_SKIP(InitState());
const char comp_src[] = R"glsl(
#version 450
layout(local_size_x=16, local_size_x=1, local_size_x=1) in;
void main() {
}
)glsl";
const auto comp_spv = GLSLToSPV(VK_SHADER_STAGE_COMPUTE_BIT, comp_src);
VkShaderCreateInfoEXT comp_create_info = ShaderCreateInfo(comp_spv, VK_SHADER_STAGE_COMPUTE_BIT);
VkValidationFeatureEnableEXT enabled[] = {VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT};
VkValidationFeaturesEXT features = vku::InitStructHelper();
features.enabledValidationFeatureCount = 1;
features.pEnabledValidationFeatures = enabled;
comp_create_info.pNext = &features;
const vkt::Shader compShader(*m_device, comp_create_info);
CreateComputePipelineHelper compute_pipe(*this);
compute_pipe.cs_ = VkShaderObj(*m_device, comp_src, VK_SHADER_STAGE_COMPUTE_BIT);
compute_pipe.CreateComputePipeline();
vkt::Buffer indirect_dispatch_parameters_buffer(*m_device, sizeof(VkDispatchIndirectCommand),
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT, kHostVisibleMemProps);
auto &indirect_dispatch_parameters =
*static_cast<VkDispatchIndirectCommand *>(indirect_dispatch_parameters_buffer.Memory().Map());
indirect_dispatch_parameters.x = 1u;
indirect_dispatch_parameters.y = 1u;
indirect_dispatch_parameters.z = 1u;
m_command_buffer.Begin();
SetDefaultDynamicStatesExclude();
m_command_buffer.BindCompShader(compShader);
vk::CmdDispatchIndirect(m_command_buffer, indirect_dispatch_parameters_buffer, 0u);
vk::CmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute_pipe);
vk::CmdDispatchIndirect(m_command_buffer, indirect_dispatch_parameters_buffer, 0u);
m_command_buffer.End();
}
TEST_F(PositiveGpuAVShaderObject, GetShaderBinaryDataSimple) {
InitBasicShaderObject();
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
// no descriptor and nothing to instrument
vkt::Shader frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, kFragmentMinimalGlsl);
size_t binary_data_size;
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, nullptr);
std::vector<uint8_t> frag_data(binary_data_size);
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, frag_data.data());
vkt::Shader binary_frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, frag_data);
}
TEST_F(PositiveGpuAVShaderObject, GetShaderBinaryData) {
InitBasicShaderObject();
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
const char frag_src[] = R"glsl(
#version 450
layout(location = 0) in highp vec4 vtxColor;
layout(location = 0) out highp vec4 fragColor;
layout(set = 0, binding = 0) uniform Block { vec4 color; };
void main (void) {
fragColor = vtxColor + color;
}
)glsl";
OneOffDescriptorSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL, nullptr},
});
vkt::Shader frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, frag_src, &descriptor_set.layout_.handle());
size_t binary_data_size;
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, nullptr);
std::vector<uint8_t> frag_data(binary_data_size);
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, frag_data.data());
vkt::Shader binary_frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, frag_data, &descriptor_set.layout_.handle());
}
TEST_F(PositiveGpuAVShaderObject, BinaryShaderObjects) {
InitBasicShaderObject();
RETURN_IF_SKIP(InitGpuAvFramework());
RETURN_IF_SKIP(InitState());
InitDynamicRenderTarget();
const char vert_src[] = R"glsl(
#version 450
layout(location = 0) out highp vec4 vtxColor;
layout(set = 0, binding = 0) uniform Block { vec4 color; };
void main() {
gl_Position = vec4(1.0f);
vtxColor = color;
}
)glsl";
const char frag_src[] = R"glsl(
#version 450
layout(location = 0) in highp vec4 vtxColor;
layout(location = 0) out highp vec4 fragColor;
layout(set = 0, binding = 0) uniform Block { vec4 color; };
void main (void) {
fragColor = vtxColor + color;
}
)glsl";
OneOffDescriptorSet descriptor_set(m_device, {
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL, nullptr},
});
vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
vkt::Buffer buffer(*m_device, 16u, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
descriptor_set.WriteDescriptorBufferInfo(0, buffer, 0, VK_WHOLE_SIZE);
descriptor_set.UpdateDescriptorSets();
vkt::Shader vert_shader(*m_device, VK_SHADER_STAGE_VERTEX_BIT, vert_src, &descriptor_set.layout_.handle());
vkt::Shader frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, frag_src, &descriptor_set.layout_.handle());
size_t binary_data_size;
vk::GetShaderBinaryDataEXT(*m_device, vert_shader, &binary_data_size, nullptr);
std::vector<uint8_t> vert_data(binary_data_size);
vk::GetShaderBinaryDataEXT(*m_device, vert_shader, &binary_data_size, vert_data.data());
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, nullptr);
std::vector<uint8_t> frag_data(binary_data_size);
vk::GetShaderBinaryDataEXT(*m_device, frag_shader, &binary_data_size, frag_data.data());
vkt::Shader binary_vert_shader(*m_device, VK_SHADER_STAGE_VERTEX_BIT, vert_data, &descriptor_set.layout_.handle());
vkt::Shader binary_frag_shader(*m_device, VK_SHADER_STAGE_FRAGMENT_BIT, frag_data, &descriptor_set.layout_.handle());
m_command_buffer.Begin();
m_command_buffer.BeginRenderingColor(GetDynamicRenderTarget(), GetRenderTargetArea());
SetDefaultDynamicStatesExclude();
VkShaderStageFlagBits stages[] = {VK_SHADER_STAGE_VERTEX_BIT, VK_SHADER_STAGE_FRAGMENT_BIT};
VkShaderEXT shaders[] = {binary_vert_shader, binary_frag_shader};
vk::CmdBindShadersEXT(m_command_buffer, 2u, stages, shaders);
vk::CmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0u, 1u, &descriptor_set.set_, 0u,
nullptr);
vk::CmdDraw(m_command_buffer, 3u, 1u, 0u, 0u);
m_command_buffer.EndRendering();
m_command_buffer.End();
m_default_queue->SubmitAndWait(m_command_buffer);
}