shader_checker: Extract pipeline validation into own function
There's about to be a second caller.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Courtney Goeltzenleuchter <courtney@lunarg.com>
diff --git a/layers/shader_checker.cpp b/layers/shader_checker.cpp
index 1b00b5d..fcad389 100644
--- a/layers/shader_checker.cpp
+++ b/layers/shader_checker.cpp
@@ -765,9 +765,8 @@
}
-VK_LAYER_EXPORT VkResult VKAPI vkCreateGraphicsPipeline(VkDevice device,
- const VkGraphicsPipelineCreateInfo *pCreateInfo,
- VkPipeline *pPipeline)
+static bool
+validate_graphics_pipeline(VkGraphicsPipelineCreateInfo const *pCreateInfo)
{
/* TODO: run cross-stage validation for GS, TCS, TES stages */
@@ -822,14 +821,22 @@
pass = validate_fs_outputs_against_cb(fs_source, cb) && pass;
}
- VkLayerDispatchTable *pTable = tableMap[(VkBaseLayerObject *)device];
-
loader_platform_thread_unlock_mutex(&globalLock);
+ return pass;
+}
+
+
+VK_LAYER_EXPORT VkResult VKAPI vkCreateGraphicsPipeline(VkDevice device,
+ const VkGraphicsPipelineCreateInfo *pCreateInfo,
+ VkPipeline *pPipeline)
+{
+ bool pass = validate_graphics_pipeline(pCreateInfo);
if (pass) {
/* The driver is allowed to crash if passed junk. Only actually create the
* pipeline if we didn't run into any showstoppers above.
*/
+ VkLayerDispatchTable *pTable = tableMap[(VkBaseLayerObject *)device];
return pTable->CreateGraphicsPipeline(device, pCreateInfo, pPipeline);
}
else {