mirror of
https://github.com/Toastconcern/FrameStudio.git
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Frame Studio - Gaussian splats (PLY, SPZ v2-v4), PLY vertex colours, panorama skies - Copy, cut, paste and duplicate for objects, splats and world items - Walkable-area rebake moved off the UI thread; viewport one frame sooner; refresh-locked pacing (FS_PACE=timer for the old one) - Fixed: bundle thumbnail use-after-free crash, auto-save deleting environments, saves into scratch copies, edits lost on non-ASCII paths, unopenable manifests with inf/nan, bundle save data loss, opening a home marking it changed, gizmo NaN, long paths, many malformed-file crashes - Updater verifies sha256, journals the swap and never leaves the exe missing Frame Home - Seats turn you to face their way - Draw batching (Hand Tutorials up to ~20% less GPU time), cut-out EQUAL pass, late head-pose read before submit - Proper queue-family hand-over to the compositor layer; layer descriptor generations and seqlocked slots; structural SPIR-V check - Fixed: hangs/crashes on damaged .fenv files and shaders, render-pass validation error, sync hazard in the foveation smoothing pass, unverified update downloads, half-done installs Tests: tests_loco/env_share/spv_check wired into CMake (FRAME_TESTS) and CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VsaXGU27gsrXjDoFtyFJP9
74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
// Copyright (c) 2017 LunarG Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Validates correctness of primitive SPIR-V instructions.
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#include <string>
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#include "source/opcode.h"
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#include "source/val/instruction.h"
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#include "source/val/validate.h"
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#include "source/val/validation_state.h"
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namespace spvtools {
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namespace val {
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// Validates correctness of primitive instructions.
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spv_result_t PrimitivesPass(ValidationState_t& _, const Instruction* inst) {
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const spv::Op opcode = inst->opcode();
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switch (opcode) {
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case spv::Op::OpEmitVertex:
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case spv::Op::OpEndPrimitive:
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case spv::Op::OpEmitStreamVertex:
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case spv::Op::OpEndStreamPrimitive:
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_.function(inst->function()->id())
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->RegisterExecutionModelLimitation(
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spv::ExecutionModel::Geometry,
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std::string(spvOpcodeString(opcode)) +
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" instructions require Geometry execution model");
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break;
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default:
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break;
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}
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switch (opcode) {
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case spv::Op::OpEmitStreamVertex:
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case spv::Op::OpEndStreamPrimitive: {
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const uint32_t stream_id = inst->word(1);
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const uint32_t stream_type = _.GetTypeId(stream_id);
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if (!_.IsIntScalarType(stream_type)) {
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return _.diag(SPV_ERROR_INVALID_DATA, inst)
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<< spvOpcodeString(opcode)
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<< ": expected Stream to be int scalar";
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}
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const spv::Op stream_opcode = _.GetIdOpcode(stream_id);
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if (!spvOpcodeIsConstant(stream_opcode)) {
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return _.diag(SPV_ERROR_INVALID_DATA, inst)
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<< spvOpcodeString(opcode)
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<< ": expected Stream to be constant instruction";
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}
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}
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default:
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break;
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}
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return SPV_SUCCESS;
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}
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} // namespace val
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} // namespace spvtools
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