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Add Access Flags for DescriptorBinding #224

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@spencer-lunarg spencer-lunarg commented Sep 16, 2023

closes #222

The logic uses the same pattern as we do to detect accessed boolean but expands the logic to look up one more instruction to see what type it was

Example: if we have the instructions OpImageRead -> OpLoad -> OpVariable, before we just tracked the OpLoad touched the OpVariable and marked as accessed

now we track this OpLoad as a SpvReflectPrvAccessedVariable and we know both the OpVariable it points to, but now also track the Result ID so the OpImageRead can find this OpLoad


I wrote the code to be consistent with the current code, which I think could be cleaned up to be easier to read/maintain, but would like to do that as a separate PR

@spencer-lunarg spencer-lunarg changed the title [WIP] Add Access Flags for DescriptorBinding Add Access Flags for DescriptorBinding Oct 29, 2023
@spencer-lunarg spencer-lunarg force-pushed the spencer-lunarg-accessed branch from 0a9a11a to 62309a3 Compare October 29, 2023 08:29
@@ -115,6 +115,7 @@ all_descriptor_bindings:
block: *bv2 #
array: { dims_count: 0, dims: [] }
accessed: 1
access_flags: 0x00000000 # NONE
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last thing left in PR is figure out why this is not consistent with accessed

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this is

         %13 = OpAccessChain %_ptr_StorageBuffer__struct_3 %2
         %14 = OpArrayLength %uint %13 1
                     OpReturn
                     OpFunctionEn

and from looking at spec, this is not considered a read, just an access

@@ -316,6 +317,7 @@ all_descriptor_bindings:
block: *bv7 # ""
array: { dims_count: 0, dims: [] }
accessed: 1
access_flags: 0x00000000 # NONE
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seems

OpStore -> OpAccessChain -> OpAccessChain -> OpVariable

is a valid thing... need to fix

SPV_REFLECT_ACCESS_READ = 0x00000001,
SPV_REFLECT_ACCESS_WRITE = 0x00000002,
// Atomic will always also be marked as READ and WRITE
SPV_REFLECT_ACCESS_ATOMIC = 0x00000004,
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Is there ever a case where ATOMIC is used or checked by itself it it always inlcudes READ and WRITE? Wondering if there's a different way to express this.

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so I had it before as separate... #222 (comment) convinced me otherwise

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Reflecting capabilities used by a shader more finely
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