To validate the bindless use of descriptors, we will need to to use GPU-AV as the information is not known until execution time.
The trickest part becomes "what is bindless", and there is no concrete answer as things may "seem bindless" but underneath it might not be. From the VVL point of view, we can define this and need to in order to know when and how to validate various scenarios.
When talking about "arrays" and "descriptors" it is important to first no mix up the following
layout(set = 0, binding = 0) buffer A {
uint data[]; // All packed in a single VkBuffer
};
layout(set = 0, binding = 0) buffer B {
uint x;
} Data[]; // An array of VkBuffer
The uint data[];
is actually a known size at runtime, if you use OpArrayLength
you can get the size of this runtime array while running your shader. This length is determined by the size at vkUpdateDescriptorSets
.
It is very easy to mix up what is invalid because it is out-of-bounds
or invalid binding
.
layout(set = 0, binding = 0) buffer StorageBuffer {
uint x;
} Data[2];
void main() {
uint index = ubo.runtime_value;
Data[index].x = 0;
}
In the above example, index
could be 4
, in that case, it is out-of-bounds
. This can happen in Vulkan 1.0 (as long as index
is a uniform value).
If index
is 1
in Vulkan 1.0 it will always be valid because all elements of the descriptor are required to be bound at vkCmdDraw
/vkCmdDispatch
time.
If using VK_EXT_descriptor_indexing
and PARTIALLY_BOUND
then it is possible that only Data[0]
has a VkBuffer
bound, but Data[1]
is VK_NULL_HANDLE
. For this case, we now need to do an additional check if Data[index]
reference a bound descriptor or not
If we make our shader even simpler
layout(set = 0, binding = 0) buffer StorageBuffer {
uint x;
uint y;
} Data;
void main() {
Data.y = 0;
}
It is very possible that vkUpdateDescriptorSets
only bound the first 4 bytes of the VkBuffer
, therefor this is also now out-of-bounds
even when dealing with Vulkan 1.0.
With VK_EXT_descriptor_indexing
there is a possiblity that PARTIALLY_BOUND
is set Data
is actually a VK_NULL_HANDLE
.
What this shows is the fact the descriptor is an array or not, does not matter, we have the same logic for both out-of-bounds
and invalid binding
we need to do
Going the other side of the spectrum, we might have a runtime array
layout(set = 0, binding = 0) buffer StorageBuffer {
uint x;
} Data[];
void main() {
uint index = ubo.runtime_value;
Data[index].x = 0;
}
This is not valid in Vulkan 1.0 and if all the accesses to Data[]
are constants, GLSL/HLSL/etc will just adjust the Data[]
array to be the length of the highest accessed element.
With VK_EXT_descriptor_indexing
you can enable runtimeDescriptorArray
which will allow you actually have a runtime array.
The size of the array is only known by VkDescriptorSetLayoutBinding::descriptorCount
which can be set up to vkQueueSumit
and therefor the driver's compiler doesn't know the size. This means we will need to load in the size and can't use something like OpArrayLength
(which won't work anyways because it will be invalid SPIR-V).
The above examples are all dealing with Uniform/Storage buffers.
Texel Buffer (and Storage Image via OpImageFetch
) work the same way as buffers, you can have out-of-bounds
for both array and non-array descriptors
layout(set = 0, binding = 0, Rg32ui) uniform uimageBuffer tb_non_array;
layout(set = 0, binding = 1, Rg32ui) uniform uimageBuffer tb_array[2]; // could be runtime array as well
// coordinate could be OOB
imageStore(tb_non_array, coordinate, data);
// index into array could be OOB or not bound
imageStore(tb_array[1], coordinate, data);
Images are different as they can't have an out-of-bounds
when sampled because the sampler will use VkSamplerAddressMode
to determine what to get if the UV coordinate is OOB
layout(set = 0, binding = 0) uniform sampler2D tex_non_array;
layout(set = 0, binding = 1) uniform sampler2D tex_array[6]; // could be runtime array as well
// When using `PARTIALLY_BOUND` these might not be bound and need to validate
texture(tex_non_array, uv);
texture(tex_array[3], uv);
When you bind a buffer you set the range
(size) and offset
into that VkBuffer
. This means when validating for out-of-bounds
, you never need to check the starting range in the descriptor.
// NOT possible
layout(set = 0, binding = 0) buffer StorageBuffer {
uint a; // not-bound
uint b; // bind 12 bytes from here
uint c;
uint d;
};
The following is a break down of "when" we can validate descriptors:
All 3 spots should run the same "validate descriptor" logic
The big thing to take from here is that UPDATE_AFTER_BIND
doesn't mean we need to validate on the GPU, but can be done on the CPU if desired, but not until vkQueueSubmit is called.
The core reason we do not validate for UPDATE_AFTER_BIND
on the CPU is some application (most notably Doom Eternal) will have 1 million descriptors (and not use PARTIALLY_BOUND
). The time to check all of these on the CPU is a huge bottle neck and is better to just validate the accessed descriptors detected on the GPU.
The ugly part of the spec starts when you get to when things are "statically used" or not
layout(set = 0, binding = 0) buffer StorageBuffer {
uint x;
} Data[2];
void main() {
// will for sure run
Data[1].x = 0;
if (some_condition) {
// might not get here
Data[3].x = 0;
}
}
In the above shader, in theory, this could be valid if the user never enters if (some_condition)
where an invalid access will occur.
Instead of dealing with some theoretical edge cases or trying to validate some things on the CPU vs GPU, the following is used to make things simpler for everyone:
- If
PARTIALLY_BOUND
orUPDATE_AFTER_BIND
are used, move all work to GPU - If
PARTIALLY_BOUND
andUPDATE_AFTER_BIND
are not used,Data
is accessed with a constant, validate that element is bound on the CPU. - If
PARTIALLY_BOUND
andUPDATE_AFTER_BIND
are not used,Data
is accessed with a non-constant, we check all elements are bound on the CPU.- Even if user "knows" what the non-constant will be, it is invalid, they need to use descriptor indexing!
accessed
means there is a load/store/atomic on it in any function, even if that function is never called by the main function. If thespirv-opt
wasn't used there might be a ghost binding declared, but never used, this is a case of not being an access.There is a
GL_EXT_nonuniform_qualifier
/SPV_EXT_descriptor_indexing
that allows to useNonUniform
to access things, this interaction is taken care withspirv-val
as it will requires various features found inVkPhysicalDeviceDescriptorIndexingFeaturesEXT
There are descriptor arrays
and access arrays
, best described with
layout(set = 0, binding = 0) buffer StorageBuffer {
uint x;
} Data[2]; // descriptor array
void main() {
// access array
Data[index].x = 0;
}
This is imporant to distinguish when dealing with code as it will be referencing both and can be easy to mix up.
Details about robustness itself can be found at https://docs.vulkan.org/guide/latest/robustness.html
We will be using Robustness to let GPU-AV make optimizations because we know things won't suddenly crash on us.
One of the main reason to break-up changes between bindless vs non-bindless is because of what robustness in Vulkan covers
From Vulkan 1.0 we can use robustBufferAccess
to check for out-of-bounds
for non-bindless checks
When dealing with bindless and invalid descriptors we will need to use robustBufferAccess2
/robustImageAccess2