| /* Copyright (c) 2020-2026 The Khronos Group Inc. |
| * Copyright (c) 2020-2026 Valve Corporation |
| * Copyright (c) 2020-2026 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. |
| */ |
| #pragma once |
| #include <cstdint> |
| #include <string> |
| #include <vector> |
| |
| // Default values for those settings should match layers/VkLayer_khronos_validation.json.in |
| |
| struct GpuAVSettings { |
| bool safe_mode = false; |
| |
| bool force_on_robustness = false; |
| bool select_instrumented_shaders = false; |
| std::vector<std::string> shader_selection_regexes{}; |
| |
| bool validate_indirect_draws_buffers = true; |
| bool validate_indirect_dispatches_buffers = true; |
| bool validate_indirect_trace_rays_buffers = true; |
| bool validate_buffer_copies = true; |
| bool validate_copy_memory_indirect = true; |
| bool validate_index_buffers = true; |
| bool validate_acceleration_structures_builds = true; |
| bool ray_tracing_buffers_consistency = false; |
| |
| // Currently turned of due to some false positives still observed |
| bool validate_image_layout = false; |
| |
| bool vma_linear_output = true; |
| |
| bool debug_validate_instrumented_shaders = false; |
| bool debug_dump_instrumented_shaders = false; |
| uint32_t debug_max_instrumentations_count = 0; // zero is same as "unlimited" |
| bool debug_print_instrumentation_info = false; |
| |
| // We create a buffer of N slots as [0, N-1], |
| // but N-1 is used to signal the app everything after is garbage. |
| // (This is required because we still need to bind our descriptors regardless.) |
| // So if you too support X commands you need to set the max to X+1 |
| // N of 8K is the default, but can be raised if app sets it higher (with gpuav_max_indices_count) |
| uint32_t invalid_index_command = 8191; // N-1 |
| uint32_t indices_buffer_count = invalid_index_command + 1; // N |
| |
| // Note - even though DebugPrintf basically fits in here, from the user point of view they are different and that is reflected |
| // in the settings (which are reflected in VkConfig). To make our lives easier, we just make these settings with the hierarchy |
| // of the settings exposed |
| struct ShaderInstrumentation { |
| bool descriptor_checks = true; |
| bool buffer_device_address = true; |
| bool ray_query = true; |
| bool mesh_shading = true; |
| bool post_process_descriptor_indexing = true; |
| bool trace_ray = true; |
| bool vertex_attribute_fetch_oob = true; |
| bool sanitizer = true; |
| bool shared_memory_data_race = true; |
| } shader_instrumentation; |
| |
| bool IsShaderInstrumentationEnabled() const; |
| bool IsSpirvModified() const; |
| |
| // Also disables shader caching and select shader instrumentation |
| void DisableShaderInstrumentationAndOptions(); |
| bool IsBufferValidationEnabled() const; |
| void SetBufferValidationEnabled(bool enabled); |
| |
| void SetShaderSelectionRegexes(std::vector<std::string> &&shader_selection_regexes); |
| bool MatchesAnyShaderSelectionRegex(const std::string &debug_name); |
| |
| // For people who are using VkValidationFeatureEnableEXT to set only DebugPrintf (and want the rest of GPU-AV off) |
| bool debug_printf_only = false; |
| void SetOnlyDebugPrintf(); |
| |
| bool debug_printf_enabled = false; |
| bool debug_printf_to_stdout = false; |
| bool debug_printf_verbose = false; |
| uint32_t debug_printf_buffer_size = 1024; |
| |
| bool debug_descriptor_enabled = false; |
| bool debug_descriptor_to_stdout = false; |
| |
| void TracyLogSettings() const; |
| }; |