blob: 7ad0455d952e8881f80215d2ed140d15aa4d1098 [file]
/* Copyright (c) 2024-2026 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 <stdint.h>
#include <vector>
#include "containers/custom_containers.h"
#include "link.h"
#include "interface.h"
#include "function_basic_block.h"
#include "type_manager.h"
class DebugReport;
struct DeviceFeatures;
struct OfflineLinkInfo;
namespace gpuav {
namespace spirv {
struct ModuleHeader {
uint32_t magic_number;
uint32_t version;
uint32_t generator;
uint32_t bound;
uint32_t schema;
};
// This is the "brain" of SPIR-V logic, it stores the memory of all the Instructions and is the main context.
// There are other helper classes that are charge of handling the various parts of the module.
// The Module takes SPIR-V, has each pass modify it, then dumps it out into the instrumented SPIR-V
class Module {
public:
Module(vvl::span<const uint32_t> words, DebugReport* debug_report, const DeviceSettings& settings,
const InstrumentationInterface& interface, const DeviceFeatures& enabled_features);
// Memory that holds all the actual SPIR-V data, replicate the "Logical Layout of a Module" of SPIR-V.
// Divided into sections to make easier to modify each part at different times, but still keeps it simple to write out all the
// instructions to a binary format.
ModuleHeader header_;
InstructionList capabilities_;
InstructionList extensions_;
InstructionList ext_inst_imports_;
InstructionList memory_model_;
InstructionList entry_points_;
InstructionList execution_modes_;
InstructionList debug_source_;
InstructionList debug_name_;
InstructionList debug_module_processed_;
InstructionList annotations_;
InstructionList types_values_constants_;
FunctionList functions_;
// Handles all types and constants
TypeManager type_manager_;
// When adding a new instruction with result ID, will need to grab the next ID
uint32_t TakeNextId();
// Order of functions that will try to be linked in
std::vector<LinkInfo> link_infos_;
void LinkFunctions(const LinkInfo& info);
void PostProcess();
// The class is designed to be written out to a binary file.
void ToBinary(std::vector<uint32_t>& out) const;
void AddInterfaceVariables(uint32_t id, spv::StorageClass storage_class);
vvl::unordered_set<uint32_t> added_interface_variables_;
// Helpers
bool HasCapability(spv::Capability capability);
void AddCapability(spv::Capability capability);
void RemoveCapability(spv::Capability capability);
void AddExtension(const char* extension);
void AddDebugName(const char* name, uint32_t id);
void AddDecoration(uint32_t target_id, spv::Decoration decoration, const std::vector<uint32_t>& operands);
void AddMemberDecoration(uint32_t target_id, uint32_t index, spv::Decoration decoration, const std::vector<uint32_t>& operands);
// Finds (and creates if needed) decoration and returns the OpVariable it points to
const Variable& GetBuiltInVariable(uint32_t built_in);
// Global settings we would know at vkCreateDevice
const DeviceSettings& settings_;
// Per-pipeline/shaderObject information
const InstrumentationInterface& interface_;
bool use_bda_ = false;
const DeviceFeatures& enabled_features_;
// We only care about the entrypoint the pipeline shader stage / shader object is targeting
// This is the ID both found in OpEntryPoint and the result ID of OpFunction
uint32_t target_entry_point_id_ = 0;
Instruction* GetTargetEntryPoint() const;
// TODO - To make things simple to start, decide if the whole shader has anything bindless or not. The next step will be a
// system to pass in the information from the descriptor set layout to build a LUT of which OpVariable point to bindless
// descriptors. This will require special consideration as it will break a simple way to test standalone version of the
// instrumentation
bool has_bindless_descriptors_ = false;
// To keep the GPU Shader Instrumentation a standalone sub-project, the runtime version needs to pass in info to allow for
// warnings/errors to be piped into the normal callback (otherwise will be sent to stdout)
DebugReport* debug_report_ = nullptr;
// Used if need to report error/warning
void InternalWarning(const char* tag, const std::string& message);
void InternalError(const char* tag, const std::string& message);
// Prevent adding function if nothing was instrumented
bool need_log_error_ = false;
// Used when UseErrorPayloadVariable is set. Needs to be same for all passes.
// Will be set in the LogErrorPass
uint32_t error_payload_variable_id_ = 0;
// Used by SharedMemoryDataRacePass, linked by Module::LinkFunctions
uint32_t shared_memory_shadow_variable_id_ = 0;
private:
// This is here to emulate the
// spirv-opt --set-spec-const-default-value <values> --freeze-spec-const --fold-spec-const-op-composite
// Normally done, but by doing it internally, we can both be faster (not re-prasing the SPIR-V) and most importantly, preserve
// the |position_offset| value to know the index of the instructions from the original operation
void SetSpecConstantValue(Instruction* inst, const Type& type, vvl::unordered_map<uint32_t, uint32_t>& id_to_spec_id);
bool ConstantFold(Instruction* inst, const Type& type);
bool ConstantFoldVectorShuffle(Instruction* inst, const Type& type);
bool ConstantFoldCompositeExtract(Instruction* inst, const Type& type);
bool ConstantFoldCompositeInsert(Instruction* inst, const Type& type);
};
} // namespace spirv
} // namespace gpuav