These functions are getting far too complicated to code in SPIRV-Tools
C++. Replace them with import stubs so that the real implementations
can live in Vulkan-ValidationLayers where they belong.
VVL will need to define these functions in spirv and link them to the
instrumented version of the user's shader.
From here on out, VVL can redefine the functions and any data they use
without updating SPIRV-Tools. Changing the function declarations will
still require both VVL and SPIRV-Tools to be updated in lock step.
The length of a uvec3 was assumed to be 16 bytes, but it is 12.
Sometimes the stride might be 16 bytes though, which is probably the
source of the confusion.
Redo structure length to be the offset + length of the last member.
Add tests to cover arrays of uvec3s and uvec3 struct members.
Fixes https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/5691
Split per-DescriptorSet state into separate memory blocks
which are accessed via an array of buffer device addresses.
This is being done to make it easier to update state for a
single DescriptorSet without rebuilding the old giant flat
buffer.
The new data format is documented as comments in
include/spirv-tools/instrument.hpp
Add name annotations to the generated instrumentation code to
make it easier to understand. Example spirv-cross output:
vec4 _140;
if (0u < inst_bindless_direct_read_4(0u, 0u, 1u, uint(_19)))
{
_140 = texture(textures[nonuniformEXT(_19)], inUV);
}
else
{
inst_bindless_stream_write_4(50u, 1u, uint(_19), 0u);
_140 = vec4(0.0);
}
* Make Instrumentation format version 2 the default (Step 1)
Add new interfaces without version number argument. Remove version 1
logic and tests. Version interfaces will be removed in step 2 after
layers have transitioned to new interface.
* Add error messages to InstrumentPass().