================ @@ -0,0 +1,210 @@ +==================== +HLSL Root Signatures +==================== + +.. contents:: + :local: + +Usage +===== + +In HLSL, the `root signature +<https://learn.microsoft.com/en-us/windows/win32/direct3d12/root-signatures>`_ +defines what types of resources are bound to the graphics pipeline. + +A root signature can be specified in HLSL as a `string +<https://learn.microsoft.com/en-us/windows/win32/direct3d12/specifying-root-signatures-in-hlsl#an-example-hlsl-root-signature>`_. +The string contains a collection of comma-separated clauses that describe root +signature constituent components. + +There are two mechanisms to compile an HLSL root signature. First, it is +possible to attach a root signature string to a particular shader via the +RootSignature attribute (in the following example, using the MyRS1 entry +point): + +.. code-block:: c++ + + [RootSignature(MyRS1)] + float4 main(float4 coord : COORD) : SV_Target + { + … + } + +The compiler will create and verify the root signature blob for the shader and +embed it alongside the shader byte code into the shader blob. + +The other mechanism is to create a standalone root signature blob, perhaps to +reuse it with a large set of shaders, saving space. The name of the define +string is specified via the usual -E argument. For example: + +.. code-block:: c++ + dxc.exe -T rootsig_1_1 MyRS1.hlsl -E MyRS1 -Fo MyRS1.fxo + +Note that the root signature string define can also be passed on the command +line, e.g, -D MyRS1=”…”. + +Root Signature Grammar +====================== + +.. code-block:: c++ + + RootSignature : (RootElement(,RootElement)?)? + + RootElement : RootFlags | RootConstants | RootCBV | RootSRV | RootUAV | DescriptorTable | StaticSampler + + RootFlags : 'RootFlags' '(' (RootFlag(|RootFlag)?)? ')' + + RootFlag : 'ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT' | 'DENY_VERTEX_SHADER_ROOT_ACCESS' + + RootConstants : 'RootConstants' '(' 'num32BitConstants' '=' NUMBER ',' bReg (',' 'space' '=' NUMBER)? (',' 'visibility' '=' SHADER_VISIBILITY)? ')' + + RootCBV : 'CBV' '(' bReg (',' 'space' '=' NUMBER)? (',' 'visibility' '=' SHADER_VISIBILITY)? (',' 'flags' '=' DATA_FLAGS)? ')' + + RootSRV : 'SRV' '(' tReg (',' 'space' '=' NUMBER)? (',' 'visibility' '=' SHADER_VISIBILITY)? (',' 'flags' '=' DATA_FLAGS)? ')' + + RootUAV : 'UAV' '(' uReg (',' 'space' '=' NUMBER)? (',' 'visibility' '=' SHADER_VISIBILITY)? (',' 'flags' '=' DATA_FLAGS)? ')' + + DescriptorTable : 'DescriptorTable' '(' (DTClause(|DTClause)?)? (',' 'visibility' '=' SHADER_VISIBILITY)? ')' + + DTClause : CBV | SRV | UAV | Sampler + + CBV : 'CBV' '(' bReg (',' 'numDescriptors' '=' NUMBER)? (',' 'space' '=' NUMBER)? (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' DATA_FLAGS)? ')' + + SRV : 'SRV' '(' tReg (',' 'numDescriptors' '=' NUMBER)? (',' 'space' '=' NUMBER)? (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' DATA_FLAGS)? ')' + + UAV : 'UAV' '(' uReg (',' 'numDescriptors' '=' NUMBER)? (',' 'space' '=' NUMBER)? (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' DATA_FLAGS)? ')' + + Sampler : 'Sampler' '(' sReg (',' 'numDescriptors' '=' NUMBER)? (',' 'space' '=' NUMBER)? (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' NUMBER)? ')' + + + SHADER_VISIBILITY : 'SHADER_VISIBILITY_ALL' | 'SHADER_VISIBILITY_VERTEX' | 'SHADER_VISIBILITY_HULL' | 'SHADER_VISIBILITY_DOMAIN' | 'SHADER_VISIBILITY_GEOMETRY' | 'SHADER_VISIBILITY_PIXEL' | 'SHADER_VISIBILITY_AMPLIFICATION' | 'SHADER_VISIBILITY_MESH' + + DATA_FLAGS : 'DATA_STATIC_WHILE_SET_AT_EXECUTE' | 'DATA_VOLATILE' + + DESCRIPTOR_RANGE_OFFSET : 'DESCRIPTOR_RANGE_OFFSET_APPEND' | NUMBER + + StaticSampler : 'StaticSampler' '(' sReg (',' 'filter' '=' FILTER)? (',' 'addressU' '=' TEXTURE_ADDRESS)? (',' 'addressV' '=' TEXTURE_ADDRESS)? (',' 'addressW' '=' TEXTURE_ADDRESS)? (',' 'mipLODBias' '=' NUMBER)? (',' 'maxAnisotropy' '=' NUMBER)? (',' 'comparisonFunc' '=' COMPARISON_FUNC)? (',' 'borderColor' '=' STATIC_BORDER_COLOR)? (',' 'minLOD' '=' NUMBER)? (',' 'maxLOD' '=' NUMBER)? (',' 'space' '=' NUMBER)? (',' 'visibility' '=' SHADER_VISIBILITY)? ')' + + bReg : 'b' NUMBER + + tReg : 't' NUMBER + + uReg : 'u' NUMBER + + sReg : 's' NUMBER + + FILTER : 'FILTER_MIN_MAG_MIP_POINT' | 'FILTER_MIN_MAG_POINT_MIP_LINEAR' | 'FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT' | 'FILTER_MIN_POINT_MAG_MIP_LINEAR' | 'FILTER_MIN_LINEAR_MAG_MIP_POINT' | 'FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 'FILTER_MIN_MAG_LINEAR_MIP_POINT' | 'FILTER_MIN_MAG_MIP_LINEAR' | 'FILTER_ANISOTROPIC' | 'FILTER_COMPARISON_MIN_MAG_MIP_POINT' | 'FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR' | 'FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT' | 'FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR' | 'FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT' | 'FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 'FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT' | 'FILTER_COMPARISON_MIN_MAG_MIP_LINEAR' | 'FILTER_COMPARISON_ANISOTROPIC' | 'FILTER_MINIMUM_MIN_MAG_MIP_POINT' | 'FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR' | 'FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 'FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR' | 'FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT' | 'FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 'FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT' | 'FILTER_MINIMUM_MIN_MAG_MIP_LINEAR' | 'FILTER_MINIMUM_ANISOTROPIC' | 'FILTER_MAXIMUM_MIN_MAG_MIP_POINT' | 'FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR' | 'FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 'FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR' | 'FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT' | 'FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 'FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT' | 'FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR' | 'FILTER_MAXIMUM_ANISOTROPIC' + + TEXTURE_ADDRESS : 'TEXTURE_ADDRESS_WRAP' | 'TEXTURE_ADDRESS_MIRROR' | 'TEXTURE_ADDRESS_CLAMP' | 'TEXTURE_ADDRESS_BORDER' | 'TEXTURE_ADDRESS_MIRROR_ONCE' + + COMPARISON_FUNC : 'COMPARISON_NEVER' | 'COMPARISON_LESS' | 'COMPARISON_EQUAL' | 'COMPARISON_LESS_EQUAL' | 'COMPARISON_GREATER' | 'COMPARISON_NOT_EQUAL' | 'COMPARISON_GREATER_EQUAL' | 'COMPARISON_ALWAYS' + + STATIC_BORDER_COLOR : 'STATIC_BORDER_COLOR_TRANSPARENT_BLACK' | 'STATIC_BORDER_COLOR_OPAQUE_BLACK' | 'STATIC_BORDER_COLOR_OPAQUE_WHITE' + + +Serialized format +====================== +The root signature string is parsed and serialized into a binary format. The +binary format is a sequence of bytes that can be used to create a root signature +object in the Direct3D 12 API. The binary format is defined by the +`D3D12_ROOT_SIGNATURE_DESC (for rootsig_1_0) +<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc>`_ +or `D3D12_ROOT_SIGNATURE_DESC1 (for rootsig_1_1) +<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc1>`_ +structure in the Direct3D 12 API. + + + +Implementation Details +====================== + +The root signature string will be parsed in the HLSL frontend. +The parsing +will happened when build HLSLRootSignatureAttr or when build standalone root +signature blob. + +The root signature parsing will generate a VersionedRootSignatureDesc object +that represents the root signature string. +VersionedRootSignatureDesc is a struct that contains a RootSignatureVersion +and a RootSignatureDesc. + +.. code-block:: c++ + struct DescriptorRange { + DescriptorRangeType RangeType; + uint32_t NumDescriptors = 1; + uint32_t BaseShaderRegister; + uint32_t RegisterSpace = 0; + DescriptorRangeFlags Flags = DescriptorRangeFlags::None; + uint32_t OffsetInDescriptorsFromTableStart = DescriptorRangeOffsetAppend; + }; + + struct RootDescriptorTable { + std::vector<DescriptorRange> DescriptorRanges; + }; + struct RootConstants { + uint32_t ShaderRegister; + uint32_t RegisterSpace = 0; + uint32_t Num32BitValues; + }; + + struct RootDescriptor { + uint32_t ShaderRegister; + uint32_t RegisterSpace = 0; + RootDescriptorFlags Flags = RootDescriptorFlags::None; + }; + struct RootParameter { + RootParameterType ParameterType; + std::variant<RootDescriptorTable, RootConstants, RootDescriptor> + Parameter; + ShaderVisibility ShaderVisibility = ShaderVisibility::All; + }; + + struct StaticSamplerDesc { + Filter Filter = Filter::ANISOTROPIC; + TextureAddressMode AddressU = TextureAddressMode::Wrap; + TextureAddressMode AddressV = TextureAddressMode::Wrap; + TextureAddressMode AddressW = TextureAddressMode::Wrap; + float MipLODBias = 0.f; + uint32_t MaxAnisotropy = 16; + ComparisonFunc ComparisonFunc = ComparisonFunc::LessEqual; + StaticBorderColor BorderColor = StaticBorderColor::OpaqueWhite; + float MinLOD = 0.f; + float MaxLOD = MaxLOD; + uint32_t ShaderRegister; + uint32_t RegisterSpace = 0; + ShaderVisibility ShaderVisibility = ShaderVisibility::All; + }; + + struct RootSignatureDesc { + std::vector<RootParameter> Parameters; + std::vector<StaticSamplerDesc> StaticSamplers; + RootSignatureFlags Flags; + }; + + struct VersionedRootSignatureDesc { + RootSignatureVersion Version; + RootSignatureDesc Desc; + }; + +Things like DescriptorRangeType and RootDescriptorFlags will be enums. + +After parsing, the VersionedRootSignatureDesc will be translated into a +constant global variable in the clang AST and save to the +HLSLRootSignatureAttr. ---------------- llvm-beanz wrote:
I don’t think we should translate it to a global variable in the AST. It seems more appropriate to have it encoded in an AST in a “parsed” state where we can inspect and dump it to text. During code generation we can emit it into a global variable and apply a section annotation to it so that it gets put into the correct part of the DXContainer. https://github.com/llvm/llvm-project/pull/83933 _______________________________________________ cfe-commits mailing list cfe-commits@lists.llvm.org https://lists.llvm.org/cgi-bin/mailman/listinfo/cfe-commits