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/*
* Copyright (c) 2024 The Khronos Group Inc.
* Copyright (c) 2024 Valve Corporation
* Copyright (c) 2024 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
*/
#include <vulkan/vulkan_core.h>
#include "../framework/layer_validation_tests.h"
#include "../framework/pipeline_helper.h"
#include "../framework/descriptor_helper.h"
class PositiveGpuAVImageLayout : public GpuAVImageLayout {};
void GpuAVImageLayout::InitGpuAVImageLayout() {
// Turned off because things like https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/8688 and
// https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/8869 are still showing false positives Need to manually turn
// on settings while the default is "off"
const VkBool32 value_true = true;
const VkLayerSettingEXT layer_setting = {OBJECT_LAYER_NAME, "gpuav_image_layout", VK_LAYER_SETTING_TYPE_BOOL32_EXT, 1,
&value_true};
VkLayerSettingsCreateInfoEXT layer_settings_create_info = {VK_STRUCTURE_TYPE_LAYER_SETTINGS_CREATE_INFO_EXT, nullptr, 1,
&layer_setting};
RETURN_IF_SKIP(InitGpuAvFramework(&layer_settings_create_info));
RETURN_IF_SKIP(InitState());
}
TEST_F(PositiveGpuAVImageLayout, DescriptorArrayLayout) {
TEST_DESCRIPTION("https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/1998");
AddRequiredExtensions(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
AddRequiredFeature(vkt::Feature::descriptorBindingPartiallyBound);
RETURN_IF_SKIP(InitGpuAVImageLayout());
RETURN_IF_SKIP(InitRenderTarget());
char const *fs_source = R"glsl(
#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 0) uniform UBO { uint index; };
// [0] is bad layout
// [1] is good layout
layout(set = 0, binding = 1) uniform sampler2D tex[2];
layout(location = 0) out vec4 uFragColor;
void main(){
uFragColor = texture(tex[index], vec2(0, 0));
}
)glsl";
VkShaderObj vs(this, kVertexDrawPassthroughGlsl, VK_SHADER_STAGE_VERTEX_BIT);
VkShaderObj fs(this, fs_source, VK_SHADER_STAGE_FRAGMENT_BIT);
OneOffDescriptorIndexingSet descriptor_set(m_device,
{
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL, nullptr, 0},
{1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, VK_SHADER_STAGE_ALL, nullptr,
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT},
});
const vkt::PipelineLayout pipeline_layout(*m_device, {&descriptor_set.layout_});
CreatePipelineHelper pipe(*this);
pipe.shader_stages_ = {vs.GetStageCreateInfo(), fs.GetStageCreateInfo()};
pipe.gp_ci_.layout = pipeline_layout.handle();
pipe.CreateGraphicsPipeline();
vkt::Buffer in_buffer(*m_device, 32, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, kHostVisibleMemProps);
uint32_t *in_buffer_ptr = (uint32_t *)in_buffer.Memory().Map();
in_buffer_ptr[0] = 1;
in_buffer.Memory().Unmap();
vkt::Image bad_image(*m_device, 32, 32, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
vkt::Image good_image(*m_device, 32, 32, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
good_image.SetLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
vkt::ImageView bad_image_view = bad_image.CreateView(VK_IMAGE_ASPECT_COLOR_BIT);
vkt::ImageView good_image_view = good_image.CreateView(VK_IMAGE_ASPECT_COLOR_BIT);
vkt::Sampler sampler(*m_device, SafeSaneSamplerCreateInfo());
descriptor_set.WriteDescriptorBufferInfo(0, in_buffer, 0, VK_WHOLE_SIZE);
descriptor_set.WriteDescriptorImageInfo(1, bad_image_view, sampler, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0);
descriptor_set.WriteDescriptorImageInfo(1, good_image_view, sampler, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 1);
descriptor_set.UpdateDescriptorSets();
m_command_buffer.Begin();
m_command_buffer.BeginRenderPass(m_renderPassBeginInfo);
vk::CmdBindPipeline(m_command_buffer.handle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipe.Handle());
vk::CmdBindDescriptorSets(m_command_buffer.handle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout.handle(), 0, 1,
&descriptor_set.set_, 0, nullptr);
vk::CmdDraw(m_command_buffer.handle(), 3, 1, 0, 0);
m_command_buffer.EndRenderPass();
m_command_buffer.End();
m_default_queue->Submit(m_command_buffer);
m_default_queue->Wait();
}