Commit Graph

9 Commits

Author SHA1 Message Date
Lei Zhang
b09e3ce842
Allow ViewportIndex & Layer to be used in VS/DS with extension
SPV_EXT_shader_viewport_index_layer enables using ViewportIndex
and Layer in vertex and tessellation shaders.

Also, as per the Vulkan spec:

> The ViewportIndex decoration must be used only within vertex,
> tessellation evaluation, geometry, and fragment shaders.

> In a vertex, tessellation evaluation, or geometry shader, any
> variable decorated with ViewportIndex must be declared using
> the Output storage class.

> In a fragment shader, any variable decorated with ViewportIndex
> must be declared using the Input storage class.

Similarly for Layer.
2018-05-16 13:16:27 -04:00
Alan Baker
38359ba800 Fixes #1483. Validating Vulkan 1.1 barrier execution scopes
* Reworked how execution model limitations are checked
 * Now OpFunction checks which entry points call it and checks its
 registered limitations instead of building a call stack in the entry
 point
* New tests
* Moving function to entry point mapping into VState
2018-04-17 10:26:38 -04:00
Alan Baker
0e80b86dbe Fixes #1472. Per-vertex variable validation fixes.
Relaxs checks for per-vertex builtin variables. If the builtin
decoration is applied to a variable, then those checks now allow a level
of arraying on the variable before checking the type consistency.

* Allows arrays of variables to be present for the per-vertex variables:
 * Position
 * PointSize
 * ClipDistance
 * CullDistance
* Updated tests
2018-04-16 12:58:35 -04:00
Alan Baker
c522b697bf Fixes #1470. Don't restrict WGS storage class
* Removed restriction that workgroup size can only be on Input storage
class
* added test
2018-04-12 09:22:34 -04:00
Lei Zhang
26a698c347 Fix PrimitiveId builtin check for Vulkan
According to Vulkan spec 1.1.72:

> The PrimitiveId decoration must be used only within fragment,
> tessellation control, tessellation evaluation, and geometry shaders.

> In a tessellation control or tessellation evaluation shader, any
> variable decorated with PrimitiveId must be declared using the Input
> storage class.

We were enforcing that PrimitiveId can only be used with Output
storage class for TCS and TES before.
2018-04-06 22:38:32 -04:00
Andrey Tuganov
d7fff408e3 Fix bug validate_builtins (additional def checks)
At every definition of a builtin id, run at-reference-check rules on the
defining instruction as well.

Previosly the validation was missing the case when invalid storage class
was defined in the instruction which defines the built-in, and not in
the instruction which references the built-in.
2018-04-05 13:55:18 -04:00
Andrey Tuganov
691eed92cb Fix major bug in validate_builtins
Fixed an early return in the loop, resulting in only one decoration
being checked.
2018-04-05 13:45:45 -04:00
Andrey Tuganov
da332cf332 Execution mode/model available in validation state
Refactored validate built-ins to make
GetExecutionModels(entry_point)
and
GetExecutionModes(entry_point)
available in validation state.

Entry points are allowed to have multiple execution modes and execution
models.

Finished the last missing feature in Vulkan built-ins validation:
FragDepth requires DepthReplacing.
2018-04-05 11:55:42 -04:00
Andrey Tuganov
fe9121f721 Add Vulkan validation rules for BuiltIn variables
Added a framework for validation of BuiltIn variables. The framework
allows implementation of flexible abstract rules which are required for
built-ins as the information (decoration, definition, reference) is not
in one place, but is scattered all over the module.

Validation rules are implemented as a map
id -> list<functor(instrution)>

Ids which are dependent on built-in types or objects receive a task
list, such as "this id cannot be referenced from function which is
called from entry point with execution model X; propagate this rule
to your descendants in the global scope".

Also refactored test/val/val_fixtures.

All built-ins covered by tests
2018-03-23 14:02:42 -04:00