Comments (6)
The problem here is placing s_var2
at offset 1032. Vulkan has the following rule:
If one of the conditions below applies
- The storage class is Uniform, StorageBuffer, PhysicalStorageBuffer, ShaderRecordBufferKHR, or PushConstant, and the scalarBlockLayout feature is not enabled on the device.
- The storage class is Workgroup, and either the struct member is not part of a Block or the workgroupMemoryExplicitLayoutScalarBlockLayout feature is not enabled on the device.
- The storage class is any other storage class.
the memory layout must also obey the following rules:
- Vectors must not improperly straddle, as defined above.
- The Offset decoration of a member must not place it between the end of a structure, an array or a matrix and the next multiple of the alignment of that structure, array or matrix.
The last bullet is being tripped. If you were to use -scalar-block-layout
(or even -uniform-buffer-standard-layout
I believe) it should validate successfully.
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But when I am creating shader module using vkCreateShaderModule I have the same error. I can't enable -scalar-block-layout
or -uniform-buffer-standard-layout
because it called internally in validation layer. And what if I dont want to enable additional features? I dont think that I need them, because everything works correctly now I think
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But when I am compiling shader using vkCreateShaderModule I have the same error. I can't enable
-scalar-block-layout
or-uniform-buffer-standard-layout
because it called internally in validation layer. And what if I dont want to enable additional features? I dont think that I need them, because everything works correctly now I think
The validation layers would pick the vulkan features and enable those setting appropriately. So if you requested either at device creation the layers should use them. Your app might work because the device supports the higher feature level. If you tried this on an old implementation it might not.
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But do I really need to enable one of these features to truly support offsets like this on all devices?
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Unfortunately, yes, I think so. Alternatively you reorder your structure definition.
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Yep, I added uniform-buffer-standard-layout extension and now it validates and work fine. Thank you!
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Related Issues (20)
- new release https://github.com/KhronosGroup/SPIRV-Tools/archive/refs/tags/vulkan-sdk-1.3.280.0/SPIRV-Tools-1.3.280.0.tar.gz HOT 1
- [ spirv-opt ] Infinite recursion/crash with shader HOT 6
- SPIRV code fails validation after optimization HOT 3
- Wrong validation error when using RTA in SPV1.4? HOT 2
- Request: allow SpirvToolsEliminateDeadInputComponents() to strip non-trailing members from blocks HOT 2
- SpirvToolsEliminateDeadInputComponents() doesn't seem to be trimming array size down HOT 1
- Compilation error in validate_atomics.cpp HOT 2
- Using opt C API makes no change to shader HOT 1
- v2024.1 flatpak build fails: validation_state.cpp error: ‘BlockMatchSamplerQCOM’ is not a member of ‘spv::Decoration’ HOT 2
- How to add a new OpName with DescriptorSet and Binding HOT 2
- spirv-opt fma folding causes large performance degradation on Adreno HOT 6
- how to remove the OpVariable inst??
- Implicit LOD functions can be supported when compute shader derivatives are supported HOT 6
- How to compile on arm platform HOT 3
- Disallows TypeManager::GetId on non unique types
- Slang produces spv that works on win/linux but not with MoltenVk
- Incorrect codegen when there is redundant `float16_t` conversion HOT 1
- spirv-opt: loop unroll pass with shader produces spirv-val failure
- Generator comment in spirv-dis output is failing to look up name from spir-v.xml HOT 2
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