From 5339f613cefd5d048bd8fba0a1f275184a229b96 Mon Sep 17 00:00:00 2001 From: kaizhangNV <149626564+kaizhangNV@users.noreply.github.com> Date: Tue, 23 Jul 2024 23:44:47 -0500 Subject: Allow only specific spv storage classes for binding decoration (#4713) * Allow only specific spv storage classes for binding decoration In https://registry.khronos.org/vulkan/specs/1.3/html/chap37.html#VUID-StandaloneSpirv-DescriptorSet-06491 it states that If a variable is decorated by DescriptorSet or Binding, the Storage class must be UniformConstant, Uniform and StorageBuffer. So apply this rule to our emit-spirv logic. * Add a unit test * Address few comments --- tests/bindings/binding-spv-storage-class.slang | 55 ++++++++++++++++++++++++++ 1 file changed, 55 insertions(+) create mode 100644 tests/bindings/binding-spv-storage-class.slang (limited to 'tests') diff --git a/tests/bindings/binding-spv-storage-class.slang b/tests/bindings/binding-spv-storage-class.slang new file mode 100644 index 000000000..5e93a1fbd --- /dev/null +++ b/tests/bindings/binding-spv-storage-class.slang @@ -0,0 +1,55 @@ +// binding-spv-storage-class.slang + +//TEST:SIMPLE(filecheck=GL-SPIRV): -stage anyhit -entry main -target spirv-assembly -emit-spirv-via-glsl +//TEST:SIMPLE(filecheck=SPIRV): -stage anyhit -entry main -target spirv + +// This test checks that the only the resource with Uniform, Storage or UniformConstant storage class can be decorated by binding or descriptor set. +struct MyStruct +{ + float3 org; + float3 dir; +}; + +// ShaderRecordKHR storage class +layout(shaderRecordNV) ConstantBuffer myStruct : register(b0, space1); + +// Uniform buffer +ConstantBuffer myStruct1 : register(b1, space1); + +// Storage buffer +RWStructuredBuffer myStruct2 : register(b2, space1); + +// UniformConstant +Texture2D texture: register(b3, space1); +SamplerState sampler: register(b4, space1); + +[shader("anyhit")] +void main(out float3 pos) +{ + pos = myStruct.org + myStruct.dir + + myStruct1.org + myStruct1.dir + + myStruct2[0].org + myStruct2[0].dir; + + pos.x = texture.SampleLevel( + sampler, + pos.xy, 0); +} + +// SPIRV: OpDecorate %myStruct1{{.*}} Binding 1 +// SPIRV: OpDecorate %myStruct1{{.*}} DescriptorSet 1 +// SPIRV: OpDecorate %myStruct2{{.*}} Binding 2 +// SPIRV: OpDecorate %myStruct2{{.*}} DescriptorSet 1 +// SPIRV: OpDecorate %texture{{.*}} Binding 3 +// SPIRV: OpDecorate %texture{{.*}} DescriptorSet 1 +// SPIRV: OpDecorate %sampler{{.*}} Binding 4 +// SPIRV: OpDecorate %sampler{{.*}} DescriptorSet 1 +// +// +// GL-SPIRV: OpDecorate %myStruct1{{.*}} DescriptorSet 1 +// GL-SPIRV: OpDecorate %myStruct1{{.*}} Binding 1 +// GL-SPIRV: OpDecorate %myStruct2{{.*}} DescriptorSet 1 +// GL-SPIRV: OpDecorate %myStruct2{{.*}} Binding 2 +// GL-SPIRV: OpDecorate %texture{{.*}} DescriptorSet 1 +// GL-SPIRV: OpDecorate %texture{{.*}} Binding 3 +// GL-SPIRV: OpDecorate %sampler{{.*}} DescriptorSet 1 +// GL-SPIRV: OpDecorate %sampler{{.*}} Binding 4 -- cgit v1.2.3