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Fix uninitialized variable ending up sent to Vulkan #80034

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merged 1 commit into from
Jul 30, 2023

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darksylinc
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@darksylinc darksylinc commented Jul 29, 2023

The first time a shader is compiled Godot performs the following:

for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
	if(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
		binary_data.push_constant_vk_stages_mask |= shader_stage_masks[i];
	}
}

However binary_data.push_constant_vk_stages_mask is never initialized to 0 and thus contains garbage data or'ed with the good data.

This value is used by push constants (and many other things) thus it can be a big deal.

Fortunately because the relevant flags are always guaranteed to be set (but not guaranteed to be unset), the damage is restricted to:

  1. Performance (unnecessary flushing & over-excessive barriers)
  2. Overwriting push descriptors already set (this would be serious, doesn't seem to be an issue)
  3. Driver implementations going crazy when they see bits set they don't expect (unknown if this is an issue)

This uninitialized value is later saved into the binary cache.

Valgrind is able to detect this bug on the first run, but not on the subsequent ones because the data comes from a file.

cache_file_version has been bumped to force rebuild of all cached shaders. Because the ones generated so far are compromised.

Can this fix TDRs? (aka DEVICE_LOST)

Possibly.

Should this be backported to older versions?

Probably, I didn't check

The first time a shader is compiled Godot performs the following:

```cpp
for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
	if
(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
		binary_data.push_constant_vk_stages_mask |=
shader_stage_masks[i];
	}
}
```

However binary_data.push_constant_vk_stages_mask is never initialized to
0 and thus contains garbage data or'ed with the good data.

This value is used by push constants (and many other things) thus it can
be a big deal.

Fortunately because the relevant flags are always guaranteed to be set
(but not guaranteed to be unset), the damage is restricted to:

1. Performance (unnecessary flushing & over-excessive barriers)
2. Overwriting push descriptors already set (this would be serious,
doesn't seem to be an issue)
3. Driver implementations going crazy when they see bits set they don't
expect (unknown if this is an issue)

This uninitialized value is later saved into the binary cache.

Valgrind is able to detect this bug on the first run, but not on the
subsequent ones because they data comes from a file.

cache_file_version has been bumped to force rebuild of all cached
shaders. Because the ones generated so far are compromised.
@darksylinc darksylinc requested a review from a team as a code owner July 29, 2023 21:31
@clayjohn clayjohn added this to the 4.2 milestone Jul 29, 2023
@Calinou
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Calinou commented Jul 29, 2023

I wonder if this can help resolve #77427.

@darksylinc
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I wonder if this can help resolve #77427.

That bug is still present. But I thought it was on purpose / a limitation (zero-initializing 3D volume data takes time).

I can look into it if that's an issue, but it looks like it's just the 3D buffer not being initialized.

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@BastiaanOlij BastiaanOlij left a comment

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Auch...

@clayjohn clayjohn merged commit 262d1ea into godotengine:master Jul 30, 2023
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@clayjohn
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Looks great! Congratulations on your first (of many) merged PR.

Note for maintainers, this should probably not be cherry picked to 4.1. technically it's fine, the only thing it will do is invalidate the previous cache.

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5 participants