# GPU Assisted Validation

GPU Assisted Validation is implemented in the SPIR-V Tools optimizer and the `VK_LAYER_KHRONOS_validation` layer. This document covers the design of the layer portion of the implementation.

## Table Of Contents

- GPU Assisted Validation
  - Table Of Contents
  - Configuring GPU Assisted Validation
  - Basic operation
  - GPU Assisted Validation Checks
    - Out-of-Bounds Descriptor Array Indexing
    - Buffer device address validation
    - Selective Shader Instrumentation
    - GPU Assisted Validation Limitations
      - Vulkan 1.1
      - Buffer Device Address
      - Descriptor Types
      - Descriptor Set Binding Limit
      - Device Memory
      - Descriptors
      - Other Device Limits
      - A Note About the `VK_EXT_buffer_device_address` Extension
    - GPU Assisted Validation Internal Design
      - General
      - Initialization
      - Calling Down the Chain
      - Code Structure and Relationship to the Core Validation Layer
        - Review of Khronos Validation Code Structure
        - GpuPreCallRecordCreateDevice
        - GpuPostCallRecordCreateDevice
        - GpuPreCallRecordDestroyDevice
        - GpuAllocateValidationResources
        - GpuPreCallRecordFreeCommandBuffers
        - GpuOverrideDispatchCreateShaderModule
        - GpuOverrideDispatchCreatePipelineLayout
        - GpuPreCallQueueSubmit
        - GpuPostCallQueueSubmit
        - GpuPreCallValidateCmdWaitEvents
        - GpuPreCallRecordCreateGraphicsPipelines
        - GpuPostCallRecordCreateGraphicsPipelines
        - GpuPreCallRecordDestroyPipeline
      - Shader Instrumentation Scope
      - Shader Instrumentation Error Record Format
      - Record Format
      - Stage Specific Words
      - Validation Specific Words
        - Programmatic interface
    - GPU Assisted Validation Error Report
      - Source Level Debug Information
        - OpLine Processing
        - OpSource Processing
      - Shader Instrumentation Input Record Format for Descriptor Indexing
      - Shader Instrumentation Input Record Format for buffer device address
    - GPU Assisted Buffer Access Validation
    - GPU Assisted Validation Testing
    - Validating Vulkan calls made by GPU Assisted Validation

## Configuring GPU Assisted Validation

For an overview of how to configure layers, refer to the Layers Overview and Configuration document.

The GPU Assisted Validation settings are managed by configuring the Validation Layer. These settings are described in the VK_LAYER_KHRONOS_validation document.

GPU Assisted Validation settings can also be managed using the Vulkan Configurator included with the Vulkan SDK.

## Basic Operation

The basic operation of GPU Assisted Validation is comprised of instrumenting shader code to perform run-time checking of shaders and reporting any error conditions to the layer. The layer then reports the errors to the user via the same reporting mechanisms used by the rest of the validation system.

The layer instruments the shaders by passing the shader's SPIR-V bytecode to the SPIR-V optimizer component and instructs the optimizer to perform an instrumentation pass to add the additional instructions to perform the run-time checking. The layer then passes the resulting modified SPIR-V bytecode to the driver as part of the process of creating a ShaderModule.

The layer also allocates a buffer that describes the length of all descriptor arrays and the write state of each element of each array. It only does this if the VK_EXT_descriptor_indexing extension is enabled.

The layer also allocates a buffer that describes all addresses retrieved from vkGetBufferDeviceAddressEXT and the sizes of the corresponding buffers. It only does this if the VK_EXT_buffer_device_address extension is enabled. Note that GPU validation will enable VK_EXT_buffer_device_address itself, but it only does this checking it the application enabled the extension.

As the shader is executed, the instrumented shader code performs the run-time checks. If a check detects an error condition, the instrumentation code writes an error record into the GPU's device memory. This record is small and is on the order of a dozen 32-bit words. Since multiple shader stages and multiple invocations of a shader can all detect errors, the instrumentation code writes error records into consecutive memory locations as long as there is space available in the pre-allocated block of device memory.

The layer inspects this device memory block after completion of a queue submission. If the GPU had written an error record to this memory block, the layer analyzes this error record and constructs a validation error message which is then reported in the same manner as other validation messages. If the shader was compiled with debug information (source code and SPIR-V instruction mapping to source code lines), the layer also provides the line of shader source code that provoked the error as part of the validation error message.

## GPU Assisted Validation Checks

The initial release (Jan 2019) of GPU Assisted Validation includes checking for out-of-bounds (OOB) descriptor array indexing for image/texel descriptor types.

The second release (Apr 2019) adds validation for out-of-bounds descriptor array indexing and use of unwritten descriptors when the VK_EXT_descriptor_indexing extension is enabled. Also added (June 2019) was validation for buffer descriptors.

A third update (Aug 2019) adds validation of building top level acceleration structure for ray tracing when the VK_NV_ray_tracing extension is enabled.

(August 2019) Add bounds checking for pointers retrieved from vkGetBufferDeviceAddressEXT.

(December 2020) Add bounds checking for reads and writes to uniform buffers, storage buffers, uniform texel buffers, and storage texel buffers

### Out-of-Bounds Descriptor Array Indexing

Checking for correct indexing of descriptor arrays is sometimes referred to as "bind-less validation". It is called "bind-less" because a binding in a descriptor set may contain an array of like descriptors. And unless there is a constant or compile-time indication of which descriptor in the array is selected, the descriptor binding status is considered to be ambiguous, leaving the actual binding to be determined at run-time.

As an example, a fragment shader program may use a variable to index an array of combined image samplers. Such a line might look like:

    uFragColor = light * texture(tex[tex_ind], texcoord.xy);

The array of combined image samplers is `tex` and has 6 samplers in the array. The complete validation error message issued when `tex_ind` indexes past the array is:

    Validation Error: [ UNASSIGNED-Image descriptor index out of bounds ] | vkCmdDrawIndexed(): Index of 6 used to index descriptor array of length 6.
    Stage = Fragment. Fragment coord (x,y) = (419.5, 254.5)
    Command buffer (CubeDrawCommandBuf)(0xbc24b0)
        Draw Index 2
    Pipeline (0x45)
    Shader Module (0x43)
    Shader Instruction Index = 108
    Shader validation error occurred in file Vulkan-Tools/cube/cube.frag at line 45

        uFragColor = light * texture(tex[tex_ind], texcoord.xy);

The VK_EXT_descriptor_indexing extension allows a shader to declare a descriptor array without specifying its size

    layout(set = 0, binding = 1) uniform sampler2D tex[];

In this case, the layer needs to tell the optimization code how big the descriptor array is so the code can determine what is out of bounds and what is not.

The extension also allows descriptor set bindings to be partially bound, meaning that as long as the shader doesn't use certain array elements, those elements are not required to have been written. The instrumentation code needs to know which elements of a descriptor array have been written, so that it can tell if one is used that has not been written.

Note that currently, `VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK` validation is not working and all accesses are reported as valid.

### Buffer device address validation

The vkGetBufferDeviceAddressEXT routine can be used to get a GPU address that a shader can use to directly address a particular buffer. GPU Assisted Validation code keeps track of all such addresses, along with the size of the associated buffer, and creates an input buffer listing all such address/size pairs Shader code is instrumented to validate buffer_reference addresses and report any reads or writes that do no fall within the listed address/size regions.

Note: The mapping between a `VkBuffer` and a GPU address is not necessarily one to one. For instance, if multiple `VkBuffer` are bound to the same memory region, they can have the same GPU address.

### Selective Shader Instrumentation

With the khronos_validation.gpuav_select_instrumented_shaders feature, an application can control which shaders are instrumented and thus, will return GPU-AV errors. After enabling the feature, the application will need to include a `VkValidationFeaturesEXT` structure with `VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT` in the pEnabledFeatures list in the pNext chain of the VkShaderModuleCreateInfo used to create the shader. Otherwise, the shader will not be instrumented.

## GPU Assisted Validation Limitations

There are several limitations that may impede the operation of GPU Assisted Validation:

### Vulkan 1.1

Vulkan 1.1 or later is required because the GPU instrumentation code uses SPIR-V 1.3 features. Vulkan 1.1 is required to ensure that SPIR-V 1.3 is available.

### Buffer Device Address

GPU-AV requires buffer device address support. This is to enable more efficient validation for applications that make heavy use of descriptor indexing. It also will allow GPU-AV to eventually support VK_EXT_descriptor_buffer.

### Descriptor Types

The current implementation works with image, texel, and buffer descriptor types. A complete list appears later in this document.

### Descriptor Set Binding Limit

This is probably the most important limitation and is related to the `VkPhysicalDeviceLimits::maxBoundDescriptorSets` device limit.

When applications use all the available descriptor set binding slots, GPU Assisted Validation cannot be performed because it needs a descriptor set to locate the memory for writing the error report record.

This problem is most likely to occur on devices, often mobile, that support only the minimum required value for `VkPhysicalDeviceLimits::maxBoundDescriptorSets`, which is 4. Some applications may be written to use 4 slots since this is the highest value that is guaranteed by the specification. When such an application using 4 slots runs on a device with only 4 slots, then GPU Assisted Validation cannot be performed.

In this implementation, this condition is detected and gracefully recovered from by building the graphics pipeline with non-instrumented shaders instead of instrumented ones. An error message is also displayed informing the user of the condition.

Applications don't have many options in this situation and it is anticipated that changing the application to free a slot is difficult.

### Device Memory

GPU Assisted Validation does allocate device memory for the error report buffers, and if descriptor indexing is enabled, for the input buffer of descriptor sizes and write state. This can lead to a greater chance of memory exhaustion, especially in cases where the application is trying to use all of the available memory. The extra memory allocations are also not visible to the application, making it impossible for the application to account for them.

Note that if descriptor indexing is enabled, the input buffer size will be equal to (1 + (number_of_sets * 2) + (binding_count * 2) + descriptor_count) words of memory where binding_count is the binding number of the largest binding in the set. This means that sparsely populated sets and sets with a very large binding will cause the input buffer to be much larger than it could be with more densely packed binding numbers. As a best practice, when using GPU Assisted Validation with descriptor indexing enabled, make sure descriptor bindings are densely packed.

If GPU Assisted Validation device memory allocations fail, the device could become unstable because some previously-built pipelines may contain instrumented shaders. This is a condition that is nearly impossible to recover from, so the layer just prints an error message and refrains from any further allocations or instrumentations. There is a reasonable chance to recover from these conditions, especially if the instrumentation does not write any error records.

### Descriptors

This is roughly the same problem as the device memory problem mentioned above, but for descriptors. Any failure to allocate a descriptor set means that the instrumented shader code won't have a place to write error records, resulting in unpredictable device behavior.

### Other Device Limits

This implementation uses additional resources that may count against the following limits, and possibly others:

- `maxMemoryAllocationCount`
- `maxBoundDescriptorSets`
- `maxPerStageDescriptorStorageBuffers`
- `maxPerStageResources`
- `maxDescriptorSetStorageBuffers`
- `maxFragmentCombinedOutputResources`

The implementation does not take steps to avoid exceeding these limits and does not update the tracking performed by other validation functions.

### A Note About the `VK_EXT_buffer_device_address` Extension

The recently introduced `VK_EXT_buffer_device_address` extension can be used to implement GPU Assisted Validation without some of the limitations described above. This approach would use this extension to obtain a GPU device pointer to a storage buffer and make it available to the shader via a specialization constant. This technique removes the need to create descriptors, use a descriptor set slot, modify pipeline layouts, etc, and would relax some of the limitations listed above.

This alternate implementation is under consideration.

## GPU Assisted Validation Internal Design

This section may be of interest to readers who are interested on how GPU Assisted Validation is implemented. It isn't necessarily required for using the feature.

### General

In general, the implementation does:

- For each draw, dispatch, and trace rays call, allocate a buffer with enough device memory to hold a single debug output record written by the instrumented shader code. If descriptor indexing is enabled, calculate the amount of memory needed to describe the descriptor arrays sizes and write states and allocate device memory and a buffer for input to the instrumented shader. The Vulkan Memory Allocator is used to handle this efficiently.

  There is probably little advantage in providing a larger output buffer in order to obtain more debug records. It is likely, especially for fragment shaders, that multiple errors occurring near each other have the same root cause.

  A block is allocated on a per draw basis to make it possible to associate a shader debug error record with a draw within a command buffer. This is done partly to give the user more information in the error report, namely the command buffer handle/name and the draw within that command buffer. An alternative design allocates this block on a per-device or per-queue basis and should work. However, it is not possible to identify the command buffer that causes the error if multiple command buffers are submitted at once.

- For each draw, dispatch, and trace rays call, allocate a descriptor set and update it to point to the block of device memory just allocated. If descriptor indexing (DI) is enabled, also update the descriptor set to point to the allocated input buffer. Fill the DI input buffer with the size and write state information for each descriptor array. There is a descriptor set manager to handle this efficiently. If the buffer device address extension is enabled, allocate an input buffer to hold the address / size pairs for all addresses retrieved from vkGetBufferDeviceAddressEXT. Also make an additional call down the chain to create a bind descriptor set command to bind our descriptor set at the desired index. This has the effect of binding the device memory block belonging to this draw so that the GPU instrumentation writes into this buffer for when the draw is executed. The end result is that each draw call has its own buffer containing GPU instrumentation error records, if any occurred while executing that draw.

- Determine the descriptor set binding index that is eventually used to bind the descriptor set just allocated and updated. Usually, it is `VkPhysicalDeviceLimits::maxBoundDescriptorSets` minus one. For devices that have a very high or no limit on this bound, pick an index that isn't too high, but above most other device maxima such as 32.

- When creating a VkShaderModule/VkShaderEXT, the SPIR-V bytecode has various instrumentation pass ran on it. Details found in GPU-AV Shader Instrumentation

- For all pipeline layouts, add our descriptor set to the layout, at the binding index determined earlier. Fill any gaps with empty descriptor sets.

  If the incoming layout already has a descriptor set placed at our desired index, the layer must not add its descriptor set to the layout, replacing the one in the incoming layout. Instead, the layer leaves the layout alone and later replaces the instrumented shaders with non-instrumented ones when the pipeline layout is later used to create a graphics pipeline. The layer issues an error message to report this condition.

- When creating a GraphicsPipeline, ComputePipeline, or RayTracingPipeline, check to see if the pipeline is using the debug binding index. If it is, replace the instrumented shaders in the pipeline with non-instrumented ones.

- Before calling QueueSubmit, if descriptor indexing is enabled, check to see if there were any unwritten descriptors that were declared update-after-bind. If there were, update the write state of those elements.

- After calling QueueSubmit, perform a wait on the queue to allow the queue to finish executing. Then map and examine the device memory block for each draw or trace ray command that was submitted. If any debug record is found, generate a validation error message for each record found.

The above describes only the high-level details of GPU Assisted Validation operation. More detail is found in the discussion of the individual hooked functions below.

### Initialization

When the validation layer loads, it examines the user settings from the layer settings file, the environment variables and the `VK_EXT_layer_settings` extension as described by Layers Overview and Configuration document. Note that it also processes the subsumed `VK_EXT_validation_features` and `VK_EXT_validation_flags` extensions for simple backwards compatibility. From these options, the layer sets instance-scope flags in the validation layer tracking data to indicate if GPU Assisted Validation has been requested, along with any other associated options.

### Calling Down the Chain

Much of the GPU Assisted Validation implementation involves making "application level" Vulkan API calls outside of the application's API usage to create resources and perform its required operations inside of the validation layer. These calls are not routed up through the top of the loader/layer/driver call stack via the loader. Instead, they are simply dispatched via the containing layer's dispatch table.

These calls therefore don't pass through any validation checks that occur before the GPU validation checks are run. See Validating Vulkan calls made by GPU Assisted Validation to setup another build of the validation layer to validate Vulkan calls make by GPU-AV

- The additional API calls are not state-tracked

  This means that things like device memory allocations and descriptor allocations are not tracked and do not show up in any of the bookkeeping performed by the validation layers. For example, any device memory allocation performed by GPU Assisted Validation won't be counted towards the maximum number of allocations allowed by a device. This could lead to an early allocation failure that is not accompanied by a validation error.

  This shortcoming is left as not addressed in this implementation because it is anticipated that a later implementation of GPU Assisted Validation using the `VK_EXT_buffer_device_address` extension will have less of a need to allocate these tracked resources and it therefore becomes less of an issue.

### Code Structure and Relationship to the Core Validation Layer

The GPU Assisted Validation code is largely contained in one file, with "hooks" in the other validation code that call functions in this file. These hooks in the validation code look something like this:

    if (GetEnables(dev_data)->gpu_validation) {
        GpuPreCallRecordDestroyPipeline(dev_data, pipeline_state);
    }

The GPU Assisted Validation code is linked into the shared library for the Khronos and core validation layers.

#### Review of Khronos Validation Code Structure

Each function for a Vulkan API command intercepted in the Khronos validation layer is usually split up into several decomposed functions in order to organize the implementation. These functions take the form of:

- PreCallValidate<foo>: Perform validation steps before calling down the chain
- PostCallValidate<foo>: Perform validation steps after calling down the chain
- PreCallRecord<foo>: Perform state recording before calling down the chain
- PostCallRecord<foo>: Perform state recording after calling down the chain

The GPU Assisted Validation functions follow this pattern not by hooking into the top-level validation API shim, but by hooking one of these decomposed functions.

The design of each hooked function follows:

#### GpuPreCallRecordCreateDevice

- Modify the `VkPhysicalDeviceFeatures` to turn on these additional physical device features:
  - `fragmentStoresAndAtomics`
  - `vertexPipelineStoresAndAtomics`
  - `bufferDeviceAddress`

#### GpuPostCallRecordCreateDevice

- Determine and record (save in device state) the desired descriptor set binding index
- Initialize Vulkan Memory Allocator
  - Determine error record block size based on the maximum size of the error record and alignment limits of the device
- Initialize descriptor set manager
- Make a descriptor set layout to describe our descriptor set
- Make a descriptor set layout to describe a "dummy" descriptor set that contains no descriptors
  - This is used to "pad" pipeline layouts to fill any gaps between the used bind indices and our bind index
- Record these objects in the per-device state

#### GpuPreCallRecordDestroyDevice

- Destroy descriptor set layouts created in CreateDevice
- Clean up descriptor set manager
- Clean up Vulkan Memory Allocator (VMA)
- Clean up device state

#### GpuAllocateValidationResources

- For each Draw, Dispatch, or TraceRays call:
  - Get a descriptor set from the descriptor set manager
  - Get an output buffer and associated memory from VMA
  - If descriptor indexing is enabled, get an input buffer and fill with descriptor array information
  - If buffer device address is enabled, get an input buffer and fill with address / size pairs for addresses retrieved from `vkGetBufferDeviceAddressEXT`
  - Update (write) the descriptor set with the memory info
  - Check to see if the layout for the pipeline just bound is using our selected bind index
  - If no conflict, add an additional command to the command buffer to bind our descriptor set at our selected index
- Record the above objects in the per command buffer state; Note that the Draw and Dispatch calls include `vkCmdDraw`, `vkCmdDrawIndexed`, `vkCmdDrawIndirect`, `vkCmdDrawIndexedIndirect`, `vkCmdDispatch`, `vkCmdDispatchIndirect`, and `vkCmdTraceRaysNV`.

#### GpuPreCallRecordFreeCommandBuffers

- For each command buffer:
  - Destroy the VMA buffer(s), releasing the memory
  - Give the descriptor sets back to the descriptor set manager
  - Clean up command buffer state

#### GpuOverrideDispatchCreateShaderModule

This function is called from `PreCallRecordCreateShaderModule`. This routine sets up to call the SPIR-V optimizer to run the "BindlessCheckPass", replacing the original SPIR-V with the instrumented SPIR-V which is then used in the call down the chain to `CreateShaderModule`.

This function generates a "unique shader ID" that is passed to the SPIR-V optimizer, which the instrumented code puts in the debug error record to identify the shader. This ID is returned by this function so it can be recorded in the shader module at `PostCallRecord` time. It would have been convenient to use the shader module handle returned from the driver to use as this shader ID. But the shader needs to be instrumented before creating the shader module and therefore the handle is not available to use as this ID to pass to the optimizer. Therefore, the layer keeps a "counter" in per-device state that is incremented each time a shader is instrumented to generate unique IDs. This unique ID is given to the SPIR-V optimizer and is stored in the shader module state tracker after the shader module is created, which creates the necessary association between the ID and the shader module.

The process of instrumenting the SPIR-V also includes passing the selected descriptor set binding index to the SPIR-V optimizer which the instrumented code uses to locate the memory block used to write the debug error record. An instrumented shader is now "hard-wired" to write error records via the descriptor set at that binding if it detects an error. This implies that the instrumented shaders should only be allowed to run when the correct bindings are in place.

The original SPIR-V bytecode is left stored in the shader module tracking data. This is important because the layer may need to replace the instrumented shader with the original shader if, for example, there is a binding index conflict. The application cannot destroy the shader module until it has used the shader module to create the pipeline. This ensures that the original SPIR-V bytecode is available if we need it to replace the instrumented shader.

#### GpuOverrideDispatchCreatePipelineLayout

This is function is called through `PreCallRecordCreatePipelineLayout`.

- Check for a descriptor set binding index conflict.
  - If there is one, issue an error message and leave the pipeline layout unmodified
  - If no conflict, for each pipeline layout:
    - Create a new pipeline layout
    - Copy the original descriptor set layouts into the new pipeline layout
    - Pad the new pipeline layout with dummy descriptor set layouts up to but not including the last one
    - Add our descriptor set layout as the last one in the new pipeline layout
- Create the pipeline layouts by calling down the chain with the original or modified create info

#### GpuPreCallQueueSubmit

- For each primary and secondary command buffer in the submission:
  - Call helper function to see if there are any update after bind descriptors whose write state may need to be updated and if so, map the input buffer and update the state.

#### GpuPostCallQueueSubmit

- Submit a command buffer containing a memory barrier to make GPU writes available to the host domain.
- Call `QueueWaitIdle`.
- For each primary and secondary command buffer in the submission:
  - Call a helper function to process the instrumentation debug buffers (described later)

#### GpuPreCallValidateCmdWaitEvents

- Report an error about a possible deadlock if `CmdWaitEvents` is recorded with VK_PIPELINE_STAGE_HOST_BIT set.

#### GpuPreCallRecordCreateGraphicsPipelines

- Examine the pipelines to see if any use the debug descriptor set binding index
- For those that do:
  - Create non-instrumented shader modules from the saved original SPIR-V
  - Modify the CreateInfo data to use these non-instrumented shaders.
    - This prevents instrumented shaders from using the application's descriptor set.

#### GpuPostCallRecordCreateGraphicsPipelines

- For every shader in the pipeline:
  - Destroy the shader module created in `GpuPreCallRecordCreateGraphicsPipelines`, if any
    - These are found in the CreateInfo used to create the pipeline and not in the shader_module
  - Create a shader tracking record that saves:
    - shader module handle
    - unique shader id
    - graphics pipeline handle
    - shader bytecode if it contains debug info

This tracker is used to attach the shader bytecode to the shader in case it is needed later to get the shader source code debug info.

The current shader module tracker in the validation code stores the bytecode, but this tracker has the same life cycle as the shader module itself. It is possible for the application to destroy the shader module after creating graphics pipeline and before submitting work that uses the shader, making the shader bytecode unavailable if needed for later analysis. Therefore, the bytecode must be saved at this opportunity.

This tracker exists as long as the graphics pipeline exists, so the graphics pipeline handle is also stored in this tracker so that it can be looked up when the graphics pipeline is destroyed. At that point, it is safe to free the bytecode since the pipeline is never used again.

#### GpuPreCallRecordDestroyPipeline

- Find the shader tracker(s) with the graphics pipeline handle and free the tracker, along with any bytecode it has stored in it.

### Shader Instrumentation Scope

The shader instrumentation process performed by the SPIR-V optimizer applies descriptor index bounds checking to descriptors of the following types:

    VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
    VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
    VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
    VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
    VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
    VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC

Instrumentation is applied to the following SPIR-V operations:

    OpImageSampleImplicitLod
    OpImageSampleExplicitLod
    OpImageSampleDrefImplicitLod
    OpImageSampleDrefExplicitLod
    OpImageSampleProjImplicitLod
    OpImageSampleProjExplicitLod
    OpImageSampleProjDrefImplicitLod
    OpImageSampleProjDrefExplicitLod
    OpImageGather
    OpImageDrefGather
    OpImageQueryLod
    OpImageSparseSampleImplicitLod
    OpImageSparseSampleExplicitLod
    OpImageSparseSampleDrefImplicitLod
    OpImageSparseSampleDrefExplicitLod
    OpImageSparseSampleProjImplicitLod
    OpImageSparseSampleProjExplicitLod
    OpImageSparseSampleProjDrefImplicitLod
    OpImageSparseSampleProjDrefExplicitLod
    OpImageSparseGather
    OpImageSparseDrefGather
    OpImageFetch
    OpImageRead
    OpImageQueryFormat
    OpImageQueryOrder
    OpImageQuerySizeLod
    OpImageQuerySize
    OpImageQueryLevels
    OpImageQuerySamples
    OpImageSparseFetch
    OpImageSparseRead
    OpImageWrite

Also, `OpLoad` and `OpStore` with an AccessChain into a base of OpVariable with either `Uniform` or `StorageBuffer` storage class and a type which is either a struct decorated with `Block`, or a runtime or statically-sized array of such a struct.

### Shader Instrumentation Error Record Format

The instrumented shader code generates "error records" in a specific format.

This description includes the support for future GPU Assisted Validation features such as checking for uninitialized descriptors in the partially-bound scenario. These items are not used in the current implementation for descriptor array bounds checking, but are provided here to complete the description of the error record format.

The format of this buffer is as follows:

    struct DebugOutputBuffer_t
    {
       uint flags;
       uint DataWrittenLength;
       uint Data[];
    }

`flags` is a word of flag bits used to dynamically control the instrumentation code's behavior

`DataWrittenLength` is the number of uint32_t words that have been attempted to be written. It should be initialized to 0.

The `Data` array is the uint32_t words written by the shaders of the pipeline to record bindless validation errors. All elements of `Data` should be initialized to 0. Note that the `Data` array has runtime length. The shader queries the length of the `Data` array to make sure that it does not write past the end of `Data`. The shader only writes complete records. The layer uses the length of `Data` to control the number of records written by the shaders.

The `DataWrittenLength` is atomically updated by the shaders so that shaders do not overwrite each others' data. The shader takes the value it gets from the atomic update. If the value plus the record length is greater than the length of `Data`, it does not write the record.

Given this protocol, the value in `DataWrittenLength` is not very meaningful if it is greater than the length of `Data`. However, the format of the written records plus the fact that `Data` is initialized to 0 should be enough to determine the records that were written.

### Record Format

The format of an output record is the following:

    Word 0: Record size
    Word 1: Shader ID
    Word 2: Instruction Index
    Word 3: Stage
    <Stage-Specific Words>
    <Validation-Specific Words>

The Record Size is the number of words in this record, including the Record Size.

The Shader ID is a handle that was provided by the layer when the shader was instrumented.

The Instruction Index is the instruction within the original function at which the error occurred. For bindless, this will be the instruction which consumes the descriptor in question, or the instruction that consumes the OpSampledImage that consumes the descriptor.

The Stage is the integer value used in SPIR-V for each of the Execution Models:

Stage | Value
--- | ---
Vertex | 0
TessCtrl | 1
TessEval | 2
Geometry | 3
Fragment | 4
Compute | 5
Task | 5267
Mesh | 5268
RayGenerationKHR | 5313
IntersectionKHR | 5314
AnyHitKHR | 5315
ClosestHitKHR | 5316
MissKHR | 5317
CallableKHR | 5318

### Stage Specific Words

These are words that identify which "instance" of the shader the validation error occurred in. Here are words for each stage:

Stage | Word 0 | Word 1 | Word 2
--- | --- | --- | ---
Vertex | VertexID | InstanceID | unused
TessCntrl | InvocationID | PrimitiveID | unused
TessEval | PrimitiveID | TessCoord.u | TessCoord.v
Geometry | PrimitiveID | InvocationID | unused
Fragment | FragCoord.x | FragCoord.y | unused
Compute | GlobalInvocID.x | GlobalInvocID.y | GlobalInvocID.z
Task | GlobalInvocID.x | GlobalInvocID.y | GlobalInvocID.z
Mesh | GlobalInvocID.x | GlobalInvocID.y | GlobalInvocID.z
RayGenerationKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z
IntersectionKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z
AnyHitKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z
ClosestHitKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z
MissKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z
CallableKHR | LaunchIdKHR.x | LaunchIdKHR.y | LaunchIdKHR.z

"unused" means not relevant, but still present.

### Validation Specific Words

These are words that are specific to the validation being done. For bindless validation, they are variable.

The first word is the Error Code.

For the *OutOfBounds errors, two words will follow: Word0:DescriptorIndex, Word1:DescriptorArrayLength

For the *Uninitialized errors, one word will follow: Word0:DescriptorIndex

Error | Word 0 | Word 1
--- | --- | ---
IndexOutOfBounds | Descriptor Index | Descriptor Array Length
DescriptorUninitialized | Descriptor Index | unused
BufferDeviceAddrOOB | Out of Bounds Address | unused

So the words written for an image descriptor bounds error in a fragment shader is:

    Word 0: Record size (9)
    Word 1: Shader ID
    Word 2: Instruction Index
    Word 3: Stage (4:Fragment)
    Word 4: FragCoord.x
    Word 5: FragCoord.y
    Word 6: Error (0: ImageIndexOutOfBounds)
    Word 7: DescriptorIndex
    Word 8: DescriptorArrayLength

If another error is encountered, that record is written starting at Word 9, if the whole record will not overflow Data. If overflow will happen, no words are written..

The validation layer can continue to read valid records until it sees a Record Length of 0 or the end of Data is reached.

#### Programmatic interface

The programmatic interface for the above informal description is codified in the SPIRV-Tools repository in file `instrument.hpp`. It consists largely of integer constant definitions for the codes and values mentioned above and offsets into the record for locating each item.

## GPU Assisted Validation Error Report

This is a fairly simple process of mapping the debug report buffer associated with each draw in the command buffer that was just submitted and looking to see if the GPU instrumentation code wrote anything. Each draw in the command buffer should have a corresponding result buffer in the command buffer's list of result buffers. The report generating code loops through the result buffers, maps each of them, checks for errors, and unmaps them. The layer clears the buffer to zeros when it is allocated and after processing any buffer that was written to. The instrumented shader code expects these buffers to be cleared to zeros before it writes to them.

The layer then prepares a "common" validation error message containing:

- command buffer handle - This is easily obtained because we are looping over the command buffers just submitted.
- draw number - keep track of how many draws we've processed for a given command buffer.
- pipeline handle - The shader tracker discussed earlier contains this handle
- shader module handle - The "Shader ID" (Word 1 in the record) is used to lookup the shader tracker which is then used to obtain the shader module and pipeline handles
- instruction index - This is the SPIR-V instruction index where the invalid array access occurred. It is not that useful by itself, since the user would have to use it to locate a SPIR-V instruction in a SPIR-V disassembly and somehow relate it back to the shader source code. But it could still be useful to some and it is easy to report. The user can build the shader with debug information to get source-level information.

For all objects, the layer also looks up the objects in the Debug Utils object name map in case the application used that extension to name any objects. If a name exists for that object, it is included in the error message.

The layer then adds an error message text obtained from decoding the stage-specific and validation-specific data as described earlier.

This completes the error report when there is no source-level debug information in the shader.

### Source Level Debug Information

This is one of the more complicated and code-heavy parts of the GPU Assisted Validation feature and all it really does is display source-level information when the shader is compiled with debugging info (`-g` option in the case of `glslangValidator`).

The process breaks down into two steps:

#### OpLine Processing

The SPIR-V generator (e.g., glslangValidator) places an OpLine SPIR-V instruction in the shader program ahead of code generated for each source code statement. The OpLine instruction contains the filename id (for an OpString), the source code line number and the source code column number. It is possible to have two source code statements on the same line in the source file, which explains the need for the column number.

The layer scans the SPIR-V looking for the last OpLine instruction that appears before the instruction at the instruction index obtained from the debug report. This OpLine then contains the correct filename id, line number, and column number of the statement causing the error. The filename itself is obtained by scanning the SPIR-V again for an OpString instruction that matches the id from the OpLine. This OpString contains the text string representing the filename. This information is added to the validation error message.

For online compilation when there is no "file", only the line number information is reported.

#### OpSource Processing

The SPIR-V built with source-level debug info also contains OpSource instructions that have a string containing the source code, delimited by newlines. Due to possible pre-processing, the layer just cannot simply use the source file line number from the OpLine to index into this set of source code lines.

Instead, the correct source code line is found by first locating the "#line" directive in the source that specifies a line number closest to and less than the source line number reported by the OpLine located in the previous step. The correct "#line" directive must also match its filename, if specified, with the filename from the OpLine.

Then the difference between the "#line" line number and the OpLine line number is added to the place where the "#line" was found to locate the actual line of source, which is then added to the validation error message.

For example, if the OpLine line number is 15, and there is a "#line 10" on line 40 in the OpSource source, then line 45 in the OpSource contains the correct source line.

### Shader Instrumentation Input Record Format for Descriptor Indexing

The DI input state consists of an array of device addresses for each descriptor set. This array always has 32 entries, no matter how many bound descriptor sets the device supports. If a descriptor set is bound, its entry in the array will be the address of a buffer containing the per-binding and per-descriptor state. Although each descriptor set input buffer is a linear array of unsigned integers, conceptually there are arrays within the linear array.

Example:

    Assume Descriptor Set 0 looks like:                        And Descriptor Set 2 looks like:
      Binding                                                    Binding
         0          Array[3]                                       2          Array[4]
         1          Non Array                                      3          Array[5]
         3          Array[2]

    DI input buffer index 0 and 2 will contain the addresses of buffers representing the state of each bound descriptor set. All other entries will be 0.

    The descriptor set buffer at index 0 will look like:

    Index   Value   Description
    0   4       number of bindings in this descriptor set
    1   3   number of descriptors in binding 0
    2   1   number of descriptors in binding 1
    3   0   number of descriptors in binding 2 (ignored)
    4   2   number of descriptors in binding 3
    5   9   start of init data for binding 0
    6   12  start of init data for binding 1
    7   0   start of init data for binding 2  (ignored)
    8   13  start of init data for binding 3
    9   0 or 1  Is set 0 binding 0 index 0 written?
    10  0 or 1  Is set 0 binding 0 index 1 written?
    11  0 or 1  Is set 0 binding 0 index 2 written?
    12  0 or 1  Is set 0 binding 1 index 0 written?
    13  0 or 1  Is set 0 binding 3 index 0 written?
    14  0 or 1  Is set 0 binding 3 index 1 written?

    The descriptor set buffer at index 2 will look like:

    Index   Value   Description
    0   4       number of bindings in this descriptor set
    1   0   number of descriptors in binding 0 (ignored)
    2   0   number of descriptors in binding 1 (ignored)
    3   4   number of descriptors in binding 2
    4   5   number of descriptors in binding 3
    5   0   start of init data for binding 0 (ignored)
    6   0   start of init data for binding 1 (ignored)
    7   9   start of init data for binding 2
    8   13  start of init data for binding 3
    9   0 or 1  Is set 2 binding 2 index 0 written?
    10  0 or 1  Is set 2 binding 2 index 1 written?
    11  0 or 1  Is set 2 binding 2 index 2 written?
    12  0 or 1  Is set 2 binding 2 index 3 written?
    13  0 or 1  Is set 2 binding 3 index 0 written?
    14  0 or 1  Is set 2 binding 3 index 1 written?
    15  0 or 1  Is set 2 binding 3 index 2 written?
    16  0 or 1  Is set 2 binding 3 index 3 written?
    17  0 or 1  Is set 2 binding 3 index 4 written?

### Shader Instrumentation Input Record Format for buffer device address

The input buffer for buffer_reference accesses consists of all addresses retrieved from vkGetBufferDeviceAddressEXT and the sizes of the corresponding buffers. The addresses should be sorted in ascending order.

    Word 0:   Index of start of buffer sizes (X+2)
    Word 1:   0x0000000000000000
    Word 2:   Device address of first buffer
                   .
                   .
    Word X:   Device address of last buffer
    Word X+1: 0xffffffffffffffff
    Word X+2: 0 (size of pretend buffer at word 1)
    Word X+3: Size of first buffer
                   .
                   .
    Word Y:   Size of last buffer
    Word Y+1: 0  (size of pretend buffer at word X+1)

## GPU Assisted Buffer Access Validation

When out-of-bounds checking in GPU Assisted Validation is enabled, either the descriptor indexing input buffer (if descriptor indexing is enabled) or an input buffer of the same format without array sizes is used to inform instrumented shaders of the size of each of the buffers the shader may access. If the shader accesses a buffer beyond the declared length of the buffer, the instrumentation will return an error to the validation layer. This checking applies to to all uniform and storage buffers. If a buffer access is found to be out of bounds, it will not be performed. Instead, writes will be skipped, and reads will return 0. Note also that if a robust buffer access extension is enabled, this buffer access checking will be disabled since such accesses become valid.

## GPU Assisted Validation Testing

Validation Layer Tests (VLTs) exist for GPU Assisted Validation. They cannot be run with any "mock ICD" in headless CI environments because they need to actually execute shaders. But they are still useful to run on real devices to check for regressions.

There isn't anything else that remarkable or different about these tests. They activate GPU Assisted Validation via the programmatic interface as described earlier.

The tests exercise the extraction of source code information when the shader is built with debug info.

## Validating Vulkan calls made by GPU Assisted Validation

Since GPU-AV itself utilizes the Vulkan API to perform its tasks, Vulkan function calls have to valid. To ensure that, those calls have to go through another instance of the Vulkan Validation Layer. We refer to this as "self validation".

How to setup self validation:

- Build the self validation layer:
  - Make sure to use a Release build
    - Otherwise might be really slow with double validation
  - Use the the `-DBUILD_SELF_VVL=ON` cmake option when generating the CMake project
    - The build will produce a manifest file used by the Vulkan loader, `VkLayer_dev_self_validation.json`. The `name` field in this file is `VK_LAYER_DEV_self_validation` to differentiate the self validation layer from the one you work on.
      - If the name were the same, the loader/os would mark both layers as duplicates and not load the second instance
- Then use it:
  - you need to ask the loader to load the self validation layer, and tell it where to find it. Do this by modifying the `VK_INSTANCE_LAYERS` and `VK_LAYER_PATH`, like so for instance:

    # Windows
    VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation;VK_LAYER_DEV_self_validation
    VK_LAYER_PATH=C:\Path\To\Vulkan-ValidationLayers\build\debug\layers\Debug;C:\Path\To\Vulkan-ValidationLayers\build_self_vvl\layers\Release

    # Linux
    VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation:VK_LAYER_DEV_self_validation
    VK_LAYER_PATH=/Path/To/Vulkan-ValidationLayers/build/debug/layers/Debug:/Path/To/Vulkan-ValidationLayers/build_self_vvl/layers/Release

⚠️ Make sure to load the self validation layer after the validation layer you work on, by putting its name in `VK_INSTANCE_LAYERS` after the validation layer you work on. Otherwise your Vulkan calls will not be intercepted by the self validation layer. To make sure you did it properly, you can use the environment variable `VK_LOADER_DEBUG=layer` to see how the loader sets up layers.