vkd3d-shader/ir: Introduce a boilerplate to validate the generated IR.

For the moment the validator is trivial, it never fails. Checks will
be added incrementally.
This commit is contained in:
Giovanni Mascellani 2023-08-29 21:20:35 +02:00 committed by Alexandre Julliard
parent cf871d2cb2
commit c052cd8998
Notes: Alexandre Julliard 2023-09-22 22:46:19 +02:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/317
7 changed files with 60 additions and 0 deletions

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@ -30,12 +30,14 @@ build-radv-64:
- amd-gpu
variables:
VK_LOADER_DRIVERS_SELECT: 'radeon_*'
VKD3D_SHADER_CONFIG: 'force_validation'
build-llvmpipe-64:
extends: .build-linux
allow_failure: true
variables:
VK_LOADER_DRIVERS_SELECT: 'lvp_*'
VKD3D_SHADER_CONFIG: 'force_validation'
build-radv-32:
extends: .build-linux
@ -44,6 +46,7 @@ build-radv-32:
variables:
VK_LOADER_DRIVERS_SELECT: 'radeon_*'
CC: 'gcc -m32'
VKD3D_SHADER_CONFIG: 'force_validation'
build-llvmpipe-32:
extends: .build-linux
@ -51,6 +54,7 @@ build-llvmpipe-32:
variables:
VK_LOADER_DRIVERS_SELECT: 'lvp_*'
CC: 'gcc -m32'
VKD3D_SHADER_CONFIG: 'force_validation'
build-mac:
stage: build
@ -87,6 +91,7 @@ build-mac:
- if [ -f pipeline_failed ] ; then exit 1 ; fi
variables:
VKD3D_DISABLE_EXTENSIONS: "VK_EXT_descriptor_indexing"
VKD3D_SHADER_CONFIG: 'force_validation'
artifacts:
when: always
paths:

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@ -1344,6 +1344,9 @@ int vkd3d_shader_sm1_parser_create(const struct vkd3d_shader_compile_info *compi
for (i = 0; i < ARRAY_SIZE(sm1->p.shader_desc.flat_constant_count); ++i)
sm1->p.shader_desc.flat_constant_count[i].external = get_external_constant_count(sm1, i);
if (!sm1->p.failed)
vsir_validate(&sm1->p);
if (sm1->p.failed)
{
WARN("Failed to parse shader.\n");

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@ -2955,6 +2955,9 @@ int vkd3d_shader_sm6_parser_create(const struct vkd3d_shader_compile_info *compi
compile_info->source_name, message_context);
vkd3d_free(byte_code);
if (!sm6->p.failed && ret >= 0)
vsir_validate(&sm6->p);
if (sm6->p.failed && ret >= 0)
ret = VKD3D_ERROR_INVALID_SHADER;

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@ -1290,5 +1290,22 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
if (result >= 0 && TRACE_ON())
vkd3d_shader_trace(instructions, &parser->shader_version);
if (result >= 0 && !parser->failed)
vsir_validate(parser);
if (result >= 0 && parser->failed)
result = VKD3D_ERROR_INVALID_SHADER;
return result;
}
struct validation_context
{
struct vkd3d_shader_parser *parser;
};
void vsir_validate(struct vkd3d_shader_parser *parser)
{
if (!(parser->config_flags & VKD3D_SHADER_CONFIG_FLAG_FORCE_VALIDATION))
return;
}

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@ -2642,6 +2642,9 @@ int vkd3d_shader_sm4_parser_create(const struct vkd3d_shader_compile_info *compi
if (sm4->p.shader_version.type == VKD3D_SHADER_TYPE_HULL && !sm4->has_control_point_phase && !sm4->p.failed)
shader_sm4_validate_default_phase_index_ranges(sm4);
if (!sm4->p.failed)
vsir_validate(&sm4->p);
if (sm4->p.failed)
{
WARN("Failed to parse shader.\n");

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@ -454,6 +454,25 @@ static void init_scan_signature_info(const struct vkd3d_shader_compile_info *inf
}
}
static const struct vkd3d_debug_option vkd3d_shader_config_options[] =
{
{"force_validation", VKD3D_SHADER_CONFIG_FLAG_FORCE_VALIDATION}, /* force validation of internal shader representations */
};
static uint64_t vkd3d_shader_init_config_flags(void)
{
uint64_t config_flags;
const char *config;
config = getenv("VKD3D_SHADER_CONFIG");
config_flags = vkd3d_parse_debug_options(config, vkd3d_shader_config_options, ARRAY_SIZE(vkd3d_shader_config_options));
if (config_flags)
TRACE("VKD3D_SHADER_CONFIG='%s'.\n", config);
return config_flags;
}
bool vkd3d_shader_parser_init(struct vkd3d_shader_parser *parser,
struct vkd3d_shader_message_context *message_context, const char *source_name,
const struct vkd3d_shader_version *version, const struct vkd3d_shader_parser_ops *ops,
@ -465,6 +484,7 @@ bool vkd3d_shader_parser_init(struct vkd3d_shader_parser *parser,
parser->location.column = 0;
parser->shader_version = *version;
parser->ops = ops;
parser->config_flags = vkd3d_shader_init_config_flags();
return shader_instruction_array_init(&parser->instructions, instruction_reserve);
}

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@ -1095,6 +1095,11 @@ bool shader_instruction_array_clone_instruction(struct vkd3d_shader_instruction_
unsigned int dst, unsigned int src);
void shader_instruction_array_destroy(struct vkd3d_shader_instruction_array *instructions);
enum vkd3d_shader_config_flags
{
VKD3D_SHADER_CONFIG_FLAG_FORCE_VALIDATION = 0x00000001,
};
struct vkd3d_shader_parser
{
struct vkd3d_shader_message_context *message_context;
@ -1105,6 +1110,8 @@ struct vkd3d_shader_parser
struct vkd3d_shader_version shader_version;
const struct vkd3d_shader_parser_ops *ops;
struct vkd3d_shader_instruction_array instructions;
uint64_t config_flags;
};
struct vkd3d_shader_parser_ops
@ -1293,6 +1300,8 @@ int preproc_lexer_parse(const struct vkd3d_shader_compile_info *compile_info,
int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context);
void vsir_validate(struct vkd3d_shader_parser *parser);
static inline enum vkd3d_shader_component_type vkd3d_component_type_from_data_type(
enum vkd3d_data_type data_type)
{