gpuav: Select pipeline to instrument post creation#12291
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arno-lunarg wants to merge 1 commit into
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CI Vulkan-ValidationLayers build queued with queue ID 744964. |
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CI Vulkan-ValidationLayers build # 23400 running. |
| return; | ||
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| if (disabled[handle_wrapping]) { |
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do this after MatchesAnyShaderSelectionRegex with a InternalError to let the user know they must have handle wrapping turned on
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| VkPipeline instrumed_pipeline = VK_NULL_HANDLE; | ||
| if (pipeline_state->linking_shaders == 0 && | ||
| IsValueIn(pipeline_state->pipeline_type, {VK_PIPELINE_BIND_POINT_GRAPHICS, VK_PIPELINE_BIND_POINT_COMPUTE})) { |
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leave comment why we are not able to do in ray tracing at the moment
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| VkPipeline instrumed_pipeline = VK_NULL_HANDLE; | ||
| if (pipeline_state->linking_shaders == 0 && |
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why not go
if (pipeline_state->pipeline_type == VK_PIPELINE_BIND_POINT_GRAPHICS) {
if (pipeline_state->linking_shaders == 0) {
} else {
}
} else if (pipeline_state->pipeline_type == VK_PIPELINE_BIND_POINT_COMPUTE) {
} else {
// comment about RTX
return;
}as I think that would be cleaner to follow when we add RTX in the future
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| const VkResult result = | ||
| DispatchCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, new_pipeline_ci.ptr(), nullptr, &instrumed_pipeline); | ||
| if (result != VK_SUCCESS || instrumed_pipeline == VK_NULL_HANDLE) { |
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CI Vulkan-ValidationLayers build # 23400 failed. |
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