/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ::RHI { void CommandListValidator::BeginScope(const Scope& scope) { if (!Validation::IsEnabled()) { return; } AZ_PROFILE_FUNCTION(RHI); AZ_Assert(m_scope == nullptr, "BeginScope called twice."); m_scope = &scope; for (const ScopeAttachment* scopeAttachment : scope.GetAttachments()) { auto resource = scopeAttachment->GetResourceView()->GetResource(); m_attachments[resource].push_back(scopeAttachment); } } void CommandListValidator::EndScope() { if (!Validation::IsEnabled()) { return; } m_scope = nullptr; m_attachments.clear(); } bool CommandListValidator::ValidateShaderResourceGroup(const DeviceShaderResourceGroup& shaderResourceGroup, const ShaderResourceGroupBindingInfo& bindingInfo) const { if (!Validation::IsEnabled()) { return true; } ValidateViewContext context; context.m_scopeName = m_scope->GetId().GetCStr(); context.m_srgName = shaderResourceGroup.GetName().GetCStr(); if (shaderResourceGroup.IsQueuedForCompile()) { AZ_Warning("CommandListValidator", false, "[Scope '%s']: SRG '%s' is queued for compilation. This means the parent pool '%s' was not " "imported into the frame scheduler. This will result in SRG contents not being uploaded to " "the GPU.", context.m_scopeName, context.m_srgName, shaderResourceGroup.GetPool()->GetName().GetCStr()); return false; } bool isSuccess = true; const DeviceShaderResourceGroupData& groupData = shaderResourceGroup.GetData(); const ShaderResourceGroupLayout& groupLayout = *groupData.GetLayout(); // Validate buffers const auto& bufferInputs = groupLayout.GetShaderInputListForBuffers(); for (uint32_t shaderInputIndex = 0; shaderInputIndex < bufferInputs.size(); ++shaderInputIndex) { const RHI::ShaderInputBufferDescriptor& shaderInputBuffer = bufferInputs[shaderInputIndex]; // First check if the buffer is being used. auto findIt = bindingInfo.m_resourcesRegisterMap.find(shaderInputBuffer.m_name); if (findIt == bindingInfo.m_resourcesRegisterMap.end() || findIt->second.m_shaderStageMask == RHI::ShaderStageMask::None) { continue; } context.m_shaderInputTypeName = GetShaderInputAccessName(shaderInputBuffer.m_access); context.m_scopeAttachmentAccess = GetAttachmentAccess(shaderInputBuffer.m_access); const RHI::ShaderInputBufferIndex bufferInputIndex(shaderInputIndex); auto bufferViews = groupData.GetBufferViewArray(bufferInputIndex); for (auto& bufferView : bufferViews) { if (bufferView) { context.m_resourceView = bufferView.get(); isSuccess &= ValidateView(context, bufferView->IgnoreFrameAttachmentValidation()); } } } // Validate images const auto& imageInputs = groupLayout.GetShaderInputListForImages(); for (uint32_t shaderInputIndex = 0; shaderInputIndex < imageInputs.size(); ++shaderInputIndex) { const RHI::ShaderInputImageDescriptor& shaderInputImage = imageInputs[shaderInputIndex]; // First check if the image is being used. auto findIt = bindingInfo.m_resourcesRegisterMap.find(shaderInputImage.m_name); if (findIt == bindingInfo.m_resourcesRegisterMap.end() || findIt->second.m_shaderStageMask == RHI::ShaderStageMask::None) { continue; } context.m_shaderInputTypeName = GetShaderInputAccessName(shaderInputImage.m_access); context.m_scopeAttachmentAccess = GetAttachmentAccess(shaderInputImage.m_access); const RHI::ShaderInputImageIndex imageInputIndex(shaderInputIndex); auto imageViews = groupData.GetImageViewArray(imageInputIndex); for (auto& imageView : imageViews) { if (imageView) { context.m_resourceView = imageView.get(); isSuccess &= ValidateView(context, false); } } ++shaderInputIndex; } return isSuccess; } bool CommandListValidator::ValidateAttachment( const ValidateViewContext& context, const FrameAttachment* frameAttachment) const { AZ_Assert(frameAttachment, "Frame attachment is null."); [[maybe_unused]] const char* attachmentName = frameAttachment->GetId().GetCStr(); const AZStd::vector* scopeAttachments = nullptr; auto findIt = m_attachments.find(frameAttachment->GetResource()); if (findIt != m_attachments.end()) { scopeAttachments = &findIt->second; } if (scopeAttachments && scopeAttachments->size() > 0) { bool isValidUsage = false; bool isValidAccess = false; for (const ScopeAttachment* scopeAttachment : *scopeAttachments) { isValidUsage = scopeAttachment->GetUsage() == ScopeAttachmentUsage::Shader || scopeAttachment->GetUsage() == ScopeAttachmentUsage::SubpassInput; isValidAccess = scopeAttachment->GetAccess() == context.m_scopeAttachmentAccess; if (isValidUsage && isValidAccess) { return true; } } // We couldn't find a scope attachment that matches the usage, output warning AZ_Warning("CommandListValidator", false, "[Scope '%s', SRG '%s']: Failed to find a matching usage for attachment '%s'. Mismatches are as follows:", context.m_scopeName, context.m_srgName, attachmentName); // Output mismatch for each of the scope attachments in the list for (const ScopeAttachment* scopeAttachment : *scopeAttachments) { isValidUsage = scopeAttachment->GetUsage() == ScopeAttachmentUsage::Shader || scopeAttachment->GetUsage() == ScopeAttachmentUsage::SubpassInput; isValidAccess = scopeAttachment->GetAccess() == context.m_scopeAttachmentAccess; AZ_Warning("CommandListValidator", isValidUsage, "[Scope '%s', SRG '%s']: Attachment '%s' is used as ['%s'], but usage needs to be 'Shader'", context.m_scopeName, context.m_srgName, attachmentName, scopeAttachment->GetTypeName()); AZ_Warning("CommandListValidator", isValidAccess, "[Scope '%s', SRG '%s']: Attachment '%s' is marked for '%s' access, but the scope declared ['%s'] access.", context.m_scopeName, context.m_srgName, attachmentName, ToString(context.m_scopeAttachmentAccess), scopeAttachment->GetTypeName()); } return false; } AZ_Warning( "CommandListValidator", false, "[Scope '%s', SRG '%s']: Attachment '%s' not declared for usage in this scope. Actual usage: '%s'", context.m_scopeName, context.m_srgName, attachmentName, context.m_shaderInputTypeName); return false; } ScopeAttachmentAccess CommandListValidator::GetAttachmentAccess(ShaderInputBufferAccess access) { return (access == ShaderInputBufferAccess::ReadWrite) ? ScopeAttachmentAccess::ReadWrite : ScopeAttachmentAccess::Read; } ScopeAttachmentAccess CommandListValidator::GetAttachmentAccess(ShaderInputImageAccess access) { return (access == ShaderInputImageAccess::ReadWrite) ? ScopeAttachmentAccess::ReadWrite : ScopeAttachmentAccess::Read; } bool CommandListValidator::ValidateView(const ValidateViewContext& context, bool ignoreAttachmentValidation) const { const DeviceResourceView& resourceView = *context.m_resourceView; const DeviceResource& resource = resourceView.GetResource(); [[maybe_unused]] const char* resourceViewName = resourceView.GetName().GetCStr(); [[maybe_unused]] const char* resourceName = resource.GetName().GetCStr(); if (resourceView.IsStale()) { AZ_Warning( "CommandListValidator", false, "[Scope '%s', SRG '%s']: DeviceResourceView '%s' of DeviceResource '%s' is stale! This indicates that the SRG was not properly " "compiled, or was invalidated after compilation during the command list recording phase.", context.m_scopeName, context.m_srgName, resourceViewName, resourceName); return false; } if (resource.IsAttachment()) { return ValidateAttachment(context, resource.GetFrameAttachment()); } // DeviceResource is not an attachment. It must be in a read-only state. if (!ignoreAttachmentValidation && context.m_scopeAttachmentAccess != ScopeAttachmentAccess::Read) { AZ_Warning( "CommandListValidator", false, "[Scope '%s', SRG '%s']: DeviceResourceView '%s' of DeviceResource '%s' is declared as '%s', but this type " "requires that the resource be an attachment.", context.m_scopeName, context.m_srgName, resourceViewName, resourceName, context.m_shaderInputTypeName); return false; } return true; } }