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vvl: Rework accel structs mem aliasing validation #9492
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this is playing a bit with fire, and there is a chance this might cause a false positive if we have now altered what the drive reports back and the user will see a different result with and without validation
Another option/idea is if they don't have the
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
flag, we just don't check it.I guess personally want to be on the side of "no false positive" to trying to validate everything, but at the same time, not sure if this will "save many mistakes" that otherwise would be missed if we don't enforce it
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Yes it is a compromise, for now I deem it well worth it. VVL will still report an error when application forgot to set this flag, I don't expect major problems around here, but we will see.
It is impossible to not have shader device address when using acceleration structure, at least because you need them for the scratch buffer
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And this would not be the first time a debug/validation tool modifies the behavior of the targeted app, just look at GPU-AV, we do things far more horrible!
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yes, but this is not GPU-AV and we have had issues where pipeline creation was setting ignored fields to null and caused lots of headaches
basically people don't expect core validation to alter things, just a read only validation... again, should be fine, but will keep our eyes on the lookout for trouble
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Yes I will keep this change in mind should ray tracing weirdness come