| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2015-06-18 | shaderChecker: Add GetPhysDevExtInfo and fix CreateInstance | Jon Ashburn | |
| 2015-06-18 | layers: Use static dispatch table maps | Courtney Goeltzenleuchter | |
| Changes to use dispatch table access functions. | |||
| 2015-06-18 | layers: Make dispatch table thread safe | Jon Ashburn | |
| 2015-06-18 | layers: Initialize debug_report instance proc table | Courtney Goeltzenleuchter | |
| 2015-06-18 | shader_checker: Use DEBUG_REPORT helper functions | Courtney Goeltzenleuchter | |
| Include and use DEBUG_REPORT layer helper functions for create, destroy and GetInstanceProcAddr. | |||
| 2015-06-17 | loader: Support layers that don't have an extension entrypoint | Jon Ashburn | |
| Change all layers and loader interface to init dispatch tables on GPA("GetXXXProcAddr"). After that initialization rest of dispatch tables are inited via unwrapped object using the GPA in the dispatch table. This also allows App generated GPA calls that the loader can't resolve to function correctly. | |||
| 2015-06-17 | extensions: begin changes for extension support | Courtney Goeltzenleuchter | |
| This patch starts restructuring the various components (loader, driver, layers, etc.) to support global and device extensions. Require GetProcAddr to access the extension functions and related support. | |||
| 2015-06-17 | layers: Add DestroyDevice and DestroyInstance hooking to deinitialize tables | Jon Ashburn | |
| Table maps need to get cleaned up at DestroyInstance and DestroyDevice | |||
| 2015-06-17 | misc: Change vkGetProcAddr to vkGetDeviceProcAddr | Jon Ashburn | |
| Also cleanup layer/loader GPA's to only return device level entrypoints. | |||
| 2015-06-17 | shader_checker: Eliminate redefinition of macro | Jon Ashburn | |
| 2015-06-17 | misc: Loader and Layers move device chain activation to CreateDevice | Jon Ashburn | |
| 2015-06-17 | layers: Add initialization of instance dispatch table | Jon Ashburn | |
| Make the layer init separate from either device or instance dispatch table init, since these are done at different times. | |||
| 2015-06-17 | layers: Add GetInstanceProcAddr() to all layers | Jon Ashburn | |
| Loader will use this for constructing instance layer instance chains. Layer instance dispatch table is not yet added. | |||
| 2015-06-15 | shader_checker: Check for duplicate VI binding descriptions. | Chris Forbes | |
| Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Tobin Ehlis <tobin@lunarg.com> | |||
| 2015-06-11 | layers: fix overrun when only one shader present | Tony Barbour | |
| 2015-06-10 | shader_checker: fix invalid iterator dereference (LunarXchange #60) | Chris Forbes | |
| V2: Fix broken logic; fix another case of the same problem in interface between shader stages. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> | |||
| 2015-06-06 | shader_checker: Support pipelines with more stages, and be tolerant | Chris Forbes | |
| - Don't assume the pipeline is just VS->FS. - Be properly tolerant of non-SPIRV stages, to avoid breaking cases where the driver is being fed GLSL source instead. - Detect the non-SPIRV case more robustly (for whatever reason, we feed the driver GLSL with a *correct* SPIRV magic on it...) Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Tobin Ehlis <tobin@lunarg.com> | |||
| 2015-06-06 | shader_checker: Add typechecker support for extra array level | Chris Forbes | |
| In the VS->GS, VS->TCS, or TES->GS interfaces, the consuming side of the interface is arrays of the producer's interface, as we're dealing with an array of vertices. This requires a bit more care in the typechecker: - Walking from the complete type down, the first time we see an array, it's the array-of-verts case; strip it off and compare the LHS to the element type. - If we see a leaf type without encountering the array type node, then we mismatch. For the purposes of this check, structs are treated as leaves. V2: Simplify slightly. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Tobin Ehlis <tobin@lunarg.com> | |||
| 2015-06-05 | shader_checker: Also validate vkCreateGraphicsPipelineDerivative | Chris Forbes | |
| Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Courtney Goeltzenleuchter <courtney@lunarg.com> | |||
| 2015-06-05 | shader_checker: Extract pipeline validation into own function | Chris Forbes | |
| There's about to be a second caller. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Courtney Goeltzenleuchter <courtney@lunarg.com> | |||
| 2015-06-04 | shader_checker: remove stray debug output from typechecker implementation | Chris Forbes | |
| 2015-06-04 | shader_checker: validate VS inputs against VI even when no VI | Chris Forbes | |
| Now we'll treat the lack of a VI stage as the same as a VI stage which provides no attribs and no bindings. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Tobin Ehlis <tobin@lunarg.com> | |||
| 2015-06-04 | shader_checker: Only continue with pipeline config if no errors | Chris Forbes | |
| The driver may crash in these cases. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Tobin Ehlis <tobin@lunarg.com> | |||
| 2015-06-04 | shader_checker: current object & locking | Chris Forbes | |
| Fix some issues with cross-thread access to the shader map, etc. Also introduce a 'current object' as a hack to be able to support the debug callback, which currently needs a dispatch table while only having a VkInstance. | |||
| 2015-06-04 | shader_checker: Add support for delivering layer messages via callback | Chris Forbes | |
| This is just a direct copy of what all the other layers are doing. Allows the layer validation tests to capture errors. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> | |||
| 2015-06-04 | ShaderChecker: do not crash if Shader output count == 0 and PSO attachments ↵ | scygan | |
| count > 0 (cherry picked from commit 80bb5d63774f2e11bc14d9c5291bb3273f0e79cf) | |||
| 2015-05-12 | shader_checker: check types between FS output and CB | Chris Forbes | |
| 2015-05-12 | shader_checker: add type checking between VF and VS | Chris Forbes | |
| 2015-05-12 | shader_checker: add helper to walk a type tree and return the basic type | Chris Forbes | |
| 2015-05-12 | shader_checker: fix fs output/cb attachment walking after assert fixes | Chris Forbes | |
| 2015-05-12 | layers: remove assumption that there's a glslang source tree alongside | Chris Forbes | |
| We have an in-tree spirv.h now, just use that. | |||
| 2015-04-29 | toolchain: Update to newer glslang and LunarGLASS versions | Cody Northrop | |
| LUNARGLASS_REVISION=1070 GLSLANG_REVISION=30939 | |||
| 2015-04-29 | layers: Fix msvc++ iterator issues | David Pinedo | |
| 2015-04-29 | Shader Checker Layer: make sure iterated list is of non-zero length | David Pinedo | |
| On MSVC++, need a check to make sure a list is of non-zero length before attempting to iterate on it. | |||
| 2015-04-22 | vkEnumerateLayers: Update to match upstream | Courtney Goeltzenleuchter | |
| The upstream vulkan.h header removed maxLayerCount parameter from vkEnumerateLayers. This patch implements that change for the sample driver and layers. | |||
| 2015-04-17 | Win: Eliminate compiler errors/warnings in "shader_checker.cpp" | Ian Elliott | |
| Key error was MS's compiler not liking a variable named "interface". I renamed it "sinterface", and the compiler was much happier. | |||
| 2015-04-17 | layers: Add ShaderChecker as Validation layer | Tobin Ehlis | |
| 2015-04-16 | vulkan: Remove VkDescriptorSetLayoutChain from vkCmdBindDescriptorSets | Chia-I Wu | |
| This is part of r30446 on vulkan.h, discussed in bug 13632. Meaty chunks of this commit done by Olv, basic hook up and testing by Cody. | |||
| 2015-04-17 | shader_checker: convert printf to debug output | Chris Forbes | |
| 2015-04-17 | shader_checker: add plumbing for debug | Chris Forbes | |
| 2015-04-17 | shader_checker: first pass at typechecks | Chris Forbes | |
| 2015-04-17 | shader_checker: validate fs outputs against cb | Chris Forbes | |
| 2015-04-17 | shader_checker: validate vertex attribs against vs inputs | Chris Forbes | |
| 2015-04-17 | shader_checker: add validation of interface between vs and fs | Chris Forbes | |
| 2015-04-17 | shader_checker: collect pipeline stages in vkCreateGraphicsPipeline | Chris Forbes | |
| 2015-04-17 | shader_checker: add hook for xglCreateGraphicsPipeline | Chris Forbes | |
| 2015-04-17 | shader_checker: collect interface definitions from shaders | Chris Forbes | |
| 2015-04-17 | shader_checker: capture spir-v for every shader at vkCreateShader time | Chris Forbes | |
| 2015-04-17 | shader_checker: initial plumbing | Chris Forbes | |
