SDL: GPU: Validate that textures are not bound for both read and write on render passes (#12925) (56c76)

From 56c76c20a0cf4332c2c478a93a46babd82dde795 Mon Sep 17 00:00:00 2001
From: Evan Hemsley <[EMAIL REDACTED]>
Date: Tue, 29 Apr 2025 16:52:52 -0700
Subject: [PATCH] GPU: Validate that textures are not bound for both read and
 write on render passes (#12925)

(cherry picked from commit a1632572955f1a47c3981f41d98533d07fd59779)
---
 src/gpu/SDL_gpu.c    | 53 ++++++++++++++++++++++++++++++++++++++++++--
 src/gpu/SDL_sysgpu.h | 41 +++++++++++++++++++++-------------
 2 files changed, 76 insertions(+), 18 deletions(-)

diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index b7ca6962670a8..db3525b91fa67 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -56,11 +56,43 @@
     }
 
 #define CHECK_RENDERPASS                                     \
-    if (!((Pass *)render_pass)->in_progress) {                 \
+    if (!((RenderPass *)render_pass)->in_progress) {                 \
         SDL_assert_release(!"Render pass not in progress!"); \
         return;                                              \
     }
 
+#define CHECK_SAMPLER_TEXTURES                                                                                                          \
+    RenderPass *rp = (RenderPass *)render_pass;                                                                                         \
+    for (Uint32 color_target_index = 0; color_target_index < rp->num_color_targets; color_target_index += 1) {                          \
+        for (Uint32 texture_sampler_index = 0; texture_sampler_index < num_bindings; texture_sampler_index += 1) {                      \
+            if (rp->color_targets[color_target_index] == texture_sampler_bindings[texture_sampler_index].texture) {                     \
+                SDL_assert_release(!"Texture cannot be simultaneously bound as a color target and a sampler!");                         \
+            }                                                                                                                           \
+        }                                                                                                                               \
+    }                                                                                                                                   \
+                                                                                                                                        \
+    for (Uint32 texture_sampler_index = 0; texture_sampler_index < num_bindings; texture_sampler_index += 1) {                          \
+        if (rp->depth_stencil_target != NULL && rp->depth_stencil_target == texture_sampler_bindings[texture_sampler_index].texture) {  \
+            SDL_assert_release(!"Texture cannot be simultaneously bound as a depth stencil target and a sampler!");                     \
+        }                                                                                                                               \
+    }
+
+#define CHECK_STORAGE_TEXTURES                                                                                              \
+    RenderPass *rp = (RenderPass *)render_pass;                                                                             \
+    for (Uint32 color_target_index = 0; color_target_index < rp->num_color_targets; color_target_index += 1) {              \
+        for (Uint32 texture_sampler_index = 0; texture_sampler_index < num_bindings; texture_sampler_index += 1) {          \
+            if (rp->color_targets[color_target_index] == storage_textures[texture_sampler_index]) {                         \
+                SDL_assert_release(!"Texture cannot be simultaneously bound as a color target and a storage texture!");     \
+            }                                                                                                               \
+        }                                                                                                                   \
+    }                                                                                                                       \
+                                                                                                                            \
+    for (Uint32 texture_sampler_index = 0; texture_sampler_index < num_bindings; texture_sampler_index += 1) {              \
+        if (rp->depth_stencil_target != NULL && rp->depth_stencil_target == storage_textures[texture_sampler_index]) {      \
+            SDL_assert_release(!"Texture cannot be simultaneously bound as a depth stencil target and a storage texture!"); \
+        }                                                                                                                   \
+    }
+
 #define CHECK_GRAPHICS_PIPELINE_BOUND                                                       \
     if (!((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->graphics_pipeline_bound) { \
         SDL_assert_release(!"Graphics pipeline not bound!");                                \
@@ -137,7 +169,7 @@
     ((CommandBufferCommonHeader *)command_buffer)->device
 
 #define RENDERPASS_COMMAND_BUFFER \
-    ((Pass *)render_pass)->command_buffer
+    ((RenderPass *)render_pass)->command_buffer
 
 #define RENDERPASS_DEVICE \
     ((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->device
@@ -1523,6 +1555,13 @@ SDL_GPURenderPass *SDL_BeginGPURenderPass(
 
     commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
     commandBufferHeader->render_pass.in_progress = true;
+    for (Uint32 i = 0; i < num_color_targets; i += 1) {
+        commandBufferHeader->render_pass.color_targets[i] = color_target_infos[i].texture;
+    }
+    commandBufferHeader->render_pass.num_color_targets = num_color_targets;
+    if (depth_stencil_target_info != NULL) {
+        commandBufferHeader->render_pass.depth_stencil_target = depth_stencil_target_info->texture;
+    }
     return (SDL_GPURenderPass *)&(commandBufferHeader->render_pass);
 }
 
@@ -1696,6 +1735,7 @@ void SDL_BindGPUVertexSamplers(
 
     if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
+        CHECK_SAMPLER_TEXTURES
     }
 
     RENDERPASS_DEVICE->BindVertexSamplers(
@@ -1722,6 +1762,7 @@ void SDL_BindGPUVertexStorageTextures(
 
     if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
+        CHECK_STORAGE_TEXTURES
     }
 
     RENDERPASS_DEVICE->BindVertexStorageTextures(
@@ -1774,6 +1815,7 @@ void SDL_BindGPUFragmentSamplers(
 
     if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
+        CHECK_SAMPLER_TEXTURES
     }
 
     RENDERPASS_DEVICE->BindFragmentSamplers(
@@ -1800,6 +1842,7 @@ void SDL_BindGPUFragmentStorageTextures(
 
     if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
+        CHECK_STORAGE_TEXTURES
     }
 
     RENDERPASS_DEVICE->BindFragmentStorageTextures(
@@ -1960,6 +2003,12 @@ void SDL_EndGPURenderPass(
 
     commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
     commandBufferCommonHeader->render_pass.in_progress = false;
+    for (Uint32 i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
+    {
+        commandBufferCommonHeader->render_pass.color_targets[i] = NULL;
+    }
+    commandBufferCommonHeader->render_pass.num_color_targets = 0;
+    commandBufferCommonHeader->render_pass.depth_stencil_target = NULL;
     commandBufferCommonHeader->graphics_pipeline_bound = false;
 }
 
diff --git a/src/gpu/SDL_sysgpu.h b/src/gpu/SDL_sysgpu.h
index 6de1765f6d98a..7425f6adc5dd0 100644
--- a/src/gpu/SDL_sysgpu.h
+++ b/src/gpu/SDL_sysgpu.h
@@ -24,6 +24,21 @@
 #ifndef SDL_GPU_DRIVER_H
 #define SDL_GPU_DRIVER_H
 
+// GraphicsDevice Limits
+
+#define MAX_TEXTURE_SAMPLERS_PER_STAGE 16
+#define MAX_STORAGE_TEXTURES_PER_STAGE 8
+#define MAX_STORAGE_BUFFERS_PER_STAGE  8
+#define MAX_UNIFORM_BUFFERS_PER_STAGE  4
+#define MAX_COMPUTE_WRITE_TEXTURES     8
+#define MAX_COMPUTE_WRITE_BUFFERS      8
+#define UNIFORM_BUFFER_SIZE            32768
+#define MAX_VERTEX_BUFFERS             16
+#define MAX_VERTEX_ATTRIBUTES          16
+#define MAX_COLOR_TARGET_BINDINGS      4
+#define MAX_PRESENT_COUNT              16
+#define MAX_FRAMES_IN_FLIGHT           3
+
 // Common Structs
 
 typedef struct Pass
@@ -32,10 +47,19 @@ typedef struct Pass
     bool in_progress;
 } Pass;
 
+typedef struct RenderPass
+{
+    SDL_GPUCommandBuffer *command_buffer;
+    bool in_progress;
+    SDL_GPUTexture *color_targets[MAX_COLOR_TARGET_BINDINGS];
+    Uint32 num_color_targets;
+    SDL_GPUTexture *depth_stencil_target;
+} RenderPass;
+
 typedef struct CommandBufferCommonHeader
 {
     SDL_GPUDevice *device;
-    Pass render_pass;
+    RenderPass render_pass;
     bool graphics_pipeline_bound;
     Pass compute_pass;
     bool compute_pipeline_bound;
@@ -385,21 +409,6 @@ static inline Uint32 BytesPerRow(
     return blocksPerRow * SDL_GPUTextureFormatTexelBlockSize(format);
 }
 
-// GraphicsDevice Limits
-
-#define MAX_TEXTURE_SAMPLERS_PER_STAGE 16
-#define MAX_STORAGE_TEXTURES_PER_STAGE 8
-#define MAX_STORAGE_BUFFERS_PER_STAGE  8
-#define MAX_UNIFORM_BUFFERS_PER_STAGE  4
-#define MAX_COMPUTE_WRITE_TEXTURES     8
-#define MAX_COMPUTE_WRITE_BUFFERS      8
-#define UNIFORM_BUFFER_SIZE            32768
-#define MAX_VERTEX_BUFFERS             16
-#define MAX_VERTEX_ATTRIBUTES          16
-#define MAX_COLOR_TARGET_BINDINGS      4
-#define MAX_PRESENT_COUNT              16
-#define MAX_FRAMES_IN_FLIGHT           3
-
 // Internal Macros
 
 #define EXPAND_ARRAY_IF_NEEDED(arr, elementType, newCount, capacity, newCapacity) \