Add validation to the maximum inter-shader stage variable location
This patch adds the validation rules on the maximum inter-shader stage variable locations. According to Vulkan SPEC, "Each effective Location must have a value less than the number of location avaiable for the given interface", and according to Table 18 "Shader Input and Output Locations", the number of available vertex output locations is maxVertexOutputComponents / 4, and the number of available fragment input locations is maxFragmentInputComponents / 4. BUG=dawn:802 TEST=dawn_unittests Change-Id: I73a66ad69c808fbd0b128abaed1ca84f19a7925d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58640 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@ -888,6 +888,8 @@ namespace dawn_native {
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return DAWN_VALIDATION_ERROR(errorStream.str().c_str());
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}
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constexpr uint32_t kMaxInterStageShaderLocation =
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kMaxInterStageShaderComponents / 4 - 1;
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for (auto& entryPoint : entryPoints) {
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ASSERT(result.count(entryPoint.name) == 0);
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@ -928,6 +930,12 @@ namespace dawn_native {
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<< output_var.name;
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return DAWN_VALIDATION_ERROR(ss.str());
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}
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uint32_t location = output_var.location_decoration;
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if (DAWN_UNLIKELY(location > kMaxInterStageShaderLocation)) {
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std::stringstream ss;
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ss << "Vertex output location (" << location << ") over limits";
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return DAWN_VALIDATION_ERROR(ss.str());
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}
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}
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}
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@ -937,6 +945,12 @@ namespace dawn_native {
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return DAWN_VALIDATION_ERROR(
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"Need location decoration on fragment input");
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}
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uint32_t location = input_var.location_decoration;
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if (DAWN_UNLIKELY(location > kMaxInterStageShaderLocation)) {
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std::stringstream ss;
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ss << "Fragment input location (" << location << ") over limits";
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return DAWN_VALIDATION_ERROR(ss.str());
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}
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}
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for (const auto& output_var : entryPoint.output_variables) {
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@ -212,3 +212,73 @@ TEST_F(ShaderModuleValidationTest, GetCompilationMessages) {
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shaderModule.GetCompilationInfo(callback, nullptr);
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}
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// Validate the maximum location of effective inter-stage variables cannot be greater than 14
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// (kMaxInterStageShaderComponents / 4 - 1).
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TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) {
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auto generateShaderForTest = [](uint32_t maximumOutputLocation, wgpu::ShaderStage shaderStage) {
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std::ostringstream stream;
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stream << "struct ShaderIO {" << std::endl;
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for (uint32_t location = 0; location <= maximumOutputLocation; ++location) {
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stream << "[[location(" << location << ")]] var" << location << ": f32;" << std::endl;
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}
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switch (shaderStage) {
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case wgpu::ShaderStage::Vertex: {
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stream << R"(
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[[builtin(position)]] pos: vec4<f32>;
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};
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[[stage(vertex)]] fn main() -> ShaderIO {
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var shaderIO : ShaderIO;
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shaderIO.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return shaderIO;
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})";
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} break;
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case wgpu::ShaderStage::Fragment: {
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stream << R"(
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};
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[[stage(fragment)]] fn main(shaderIO: ShaderIO) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})";
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} break;
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case wgpu::ShaderStage::Compute:
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default:
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UNREACHABLE();
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}
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return stream.str();
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};
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constexpr uint32_t kMaxInterShaderIOLocation = kMaxInterStageShaderComponents / 4 - 1;
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// It is allowed to create a shader module with the maximum active vertex output location == 14;
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{
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std::string vertexShader =
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generateShaderForTest(kMaxInterShaderIOLocation, wgpu::ShaderStage::Vertex);
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utils::CreateShaderModule(device, vertexShader.c_str());
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}
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// It isn't allowed to create a shader module with the maximum active vertex output location >
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// 14;
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{
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std::string vertexShader =
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generateShaderForTest(kMaxInterShaderIOLocation + 1, wgpu::ShaderStage::Vertex);
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ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, vertexShader.c_str()));
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}
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// It is allowed to create a shader module with the maximum active fragment input location ==
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// 14;
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{
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std::string fragmentShader =
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generateShaderForTest(kMaxInterShaderIOLocation, wgpu::ShaderStage::Fragment);
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utils::CreateShaderModule(device, fragmentShader.c_str());
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}
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// It is allowed to create a shader module with the maximum active vertex output location > 14;
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{
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std::string fragmentShader =
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generateShaderForTest(kMaxInterShaderIOLocation + 1, wgpu::ShaderStage::Fragment);
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ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, fragmentShader.c_str()));
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}
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}
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