Comments (1)
It seems like this would require modifying shaders to add bounds checking similar to what is done in GPU Assisted Validation. So it is theoretically possible but would likely require a lot of effort to implement.
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Related Issues (20)
- decompression: DecompressionTest.DecompressMemory crashes on Android HOT 12
- Cleanup CMake / GHA for this repo HOT 1
- shader object emulation layer documentation - remove/update Android information HOT 1
- Race condition in shader object layer? HOT 3
- Test failure on AMD 6800 machines HOT 1
- Potential use of pipeline with different shaders than requested
- ShaderObject: `VK_NULL_HANDLE` used instead of correct pipeline
- Bad behaviour of captured `vkEnumerateDeviceExtensionProperties` HOT 3
- shaderObject: possible alignment issues
- Adding support for VK_EXT_dynamic_rendering_unused_attachements in shader objects layer
- Test Failure on a Nvidia 2070 with 32 bit build on Windows 10 with 531.79 driver
- Remove ndk-build HOT 1
- layers incorrectly rewrite extensions list HOT 5
- When using sync2 layer, VK_KHR_synchronization2 extension is reported twice
- Decompression Layer Testing fails on Pixel 7 and Galaxy S23 HOT 11
- [Shader Object] Incorrect structure type reported in pNext chain of device create info HOT 2
- shader_object layer is triggering validation errors and causing our driver to crash HOT 16
- Sync2Test.WaitEventThenSet crashes RADV systems
- Shader Object and VK_EXT_debug_utils HOT 2
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