diff --git a/qrenderdoc/Windows/PipelineState/VulkanPipelineStateViewer.cpp b/qrenderdoc/Windows/PipelineState/VulkanPipelineStateViewer.cpp index 3f0dab906..6d8b267d8 100644 --- a/qrenderdoc/Windows/PipelineState/VulkanPipelineStateViewer.cpp +++ b/qrenderdoc/Windows/PipelineState/VulkanPipelineStateViewer.cpp @@ -672,6 +672,26 @@ void VulkanPipelineStateViewer::addResourceRow(ShaderReflection *shaderDetails, if(shaderDetails != NULL) { + // we find the matching binding for this set/binding. + // The spec requires that there are no overlapping definitions, or if there are they have + // compatible types so we can just pick the first one we come across. + // The spec also doesn't require variables which are statically unused to have valid bindings, + // so they may be overlapping or possibly just defaulted to 0. + // Any variables with no binding declared at all were set to 0 and sorted to the end at + // reflection time, so we can just use a single algorithm to select the best candidate: + // + // 1. Search for matching bindset/bind resources. It doesn't matter which 'namespace' (sampler/ + // read-only/read-write) we search in, because if there's a conflict the behaviour is + // illegal and if there's no conflict we won't get any ambiguity. + // 2. If we find a match, select it for use. + // 3. If we find a second match, use it in preference only if the old one was !used, and the new + // one is used. + // + // This will make us select the best possible option - the first declared used resource + // at a particular binding, ignoring any unused resources at that binding before/after. Or if + // there's no used resource at all, the first declared unused resource (which will prefer + // resources with proper bindings over those without, as with the sorting mentioned above). + for(int i = 0; i < shaderDetails->ReadOnlyResources.count; i++) { const ShaderResource &ro = shaderDetails->ReadOnlyResources[i]; @@ -679,9 +699,15 @@ void VulkanPipelineStateViewer::addResourceRow(ShaderReflection *shaderDetails, if(stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bindset == bindset && stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bind == bind) { - bindPoint = (uint)i; - shaderRes = &ro; - bindMap = &stage.BindpointMapping.ReadOnlyResources[ro.bindPoint]; + // use this one either if we have no candidate, or the candidate we have is unused and this + // one is used + if(bindMap == NULL || + (!bindMap->used && stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].used)) + { + bindPoint = (uint)i; + shaderRes = &ro; + bindMap = &stage.BindpointMapping.ReadOnlyResources[ro.bindPoint]; + } } } @@ -692,10 +718,16 @@ void VulkanPipelineStateViewer::addResourceRow(ShaderReflection *shaderDetails, if(stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bindset == bindset && stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bind == bind) { - bindPoint = (uint)i; - isrw = true; - shaderRes = &rw; - bindMap = &stage.BindpointMapping.ReadWriteResources[rw.bindPoint]; + // use this one either if we have no candidate, or the candidate we have is unused and this + // one is used + if(bindMap == NULL || + (!bindMap->used && stage.BindpointMapping.ReadWriteResources[rw.bindPoint].used)) + { + bindPoint = (uint)i; + isrw = true; + shaderRes = &rw; + bindMap = &stage.BindpointMapping.ReadWriteResources[rw.bindPoint]; + } } } }