================ @@ -0,0 +1,425 @@ +====================== +DXIL Resource Handling +====================== + +.. contents:: + :local: + +.. toctree:: + :hidden: + +Introduction +============ + +Resources in DXIL are represented via ``TargetExtType`` in LLVM IR and +eventually lowered by the DirectX backend into metadata in DXIL. + +In DXC and DXIL, static resources are represented as lists of SRVs (Shader +Resource Views), UAVs (Uniform Access Views), CBVs (Constant Bffer Views), and +Samplers. This metadata consists of a "resource record ID" which uniquely +identifies a resource and type information. As of shader model 6.6, there are +also dynamic resources, which forgo the metadata and are described via +``annotateHandle`` operations in the instruction stream instead. + +In LLVM we attempt to unify some of the alternative representations that are +present in DXC, with the aim of making handling of resources in the middle end +of the compiler simpler and more consistent. + +Resource Type Information and Properties +======================================== + +There are a number of properties associated with a resource in DXIL. + +`Resource ID` + An arbitrary ID that must be unique per resource type (SRV, UAV, etc). + + In LLVM we don't bother representing this, instead opting to generate it at + DXIL lowering time. + +`Binding information` + Information about where the resource comes from. This is either (a) a + register space, lower bound in that space, and size of the binding, or (b) + an index into a dynamic resource heap. + + In LLVM we represent binding information in the arguments of the + :ref:`handle creation intrinsics <dxil-resources-handles>`. When generating + DXIL we transform these calls to metadata, ``dx.op.createHandle``, + ``dx.op.createHandleFromBinding``, ``dx.op.createHandleFromHeap``, and + ``dx.op.createHandleForLib`` as needed. + +`Type information` + The type of data that's accessible via the resource. For buffers and + textures this can be a simple type like ``float`` or ``float4``, a struct, + or raw bytes. For constant buffers this is just a size. For samplers this is + the kind of sampler. + + In LLVM we embed this information as a parameter on the ``target()`` type of + the resource. See :ref:`dxil-resources-types-of-resource`. + +`Resource kind information` + The kind of resource. In HLSL we have things like ``ByteAddressBuffer``, + ``RWTexture2D``, and ``RasterizerOrderedStructuredBuffer``. These map to a + set of DXIL kinds like ``RawBuffer`` and ``Texture2D`` with fields for + certain properties such as ``IsUAV`` and ``IsROV``. + + In LLVM we represent this in the ``target()`` type. We omit information + that's deriveable from the type information, but we do have fields to encode + ``IsWriteable``, ``IsROV``, and ``SampleCount`` when needed. + +.. note:: TODO: There are two fields in the DXIL metadata that are not + represented as part of the target type: ``IsGloballyCoherent`` and + ``HasCounter``. + + Since these are derived from analysis, storing them on the type would mean + we need to change the type during the compiler pipeline. That just isn't + practical. It isn't entirely clear to me that we need to serialize this info + into the IR during the compiler pipeline anyway - we can probably get away + with an analysis pass that can calculate the information when we need it. + + If analysis is insufficient we'll need something akin to ``annotateHandle`` + (but limited to these two properties) or to encode these in the handle + creation. + +.. _dxil-resources-types-of-resource: + +Types of Resource +================= + +We define a set of ``TargetExtTypes`` that is similar to the HLSL +representations for the various resources, albeit with a few things +parameterized. This is different than DXIL, as simplifying the types to +something like "dx.srv" and "dx.uav" types would mean the operations on these +types would have to be overly generic. + +Buffers +------- + +.. code-block:: llvm + + target("dx.TypedBuffer", ElementType, IsWriteable, IsROV) + target("dx.RawBuffer", ElementType, IsWriteable, IsROV) + +We need two separate buffer types to account for the differences between the +16-byte `bufferLoad`_ / `bufferStore`_ operations that work on DXIL's +TypedBuffers and the `rawBufferLoad`_ / `rawBufferStore`_ operations that are +used for DXIL's RawBuffers and StructuredBuffers. We call the latter +"RawBuffer" to match the naming of the operations, but it can represent both +the Raw and Structured variants. + +For TypedBuffer, the element type must be an integer or floating point type. +For RawBuffer the type can be an integer, floating point, or struct type. +HLSL's ByteAddressBuffer is represented by an `i8` element type. + +These types are generally used by BufferLoad and BufferStore operations, as +well as atomics. + +There are a few fields to describe variants of all of these types: + +.. list-table:: Buffer Fields + :header-rows: 1 + + * - Field + - Description + * - ElementType + - Type for a single element, such as ``i8``, ``v4f32``, or a structure + type. + * - IsWriteable + - Whether or not the field is writeable. This distinguishes SRVs (not + writeable) and UAVs (writeable). + * - IsROV + - Whether the UAV is a rasterizer ordered view. Always ``0`` for SRVs. + +.. _bufferLoad: https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst#bufferload +.. _bufferStore: https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst#bufferstore +.. _rawBufferLoad: https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst#rawbufferload +.. _rawBufferStore: https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst#rawbufferstore + +Resource Operations +=================== + +.. _dxil-resources-handles: + +Resource Handles +---------------- + +We provide a few different ways to instantiate resources in the IR via the +``llvm.dx.handle.*`` intrinsics. These intrinsics are overloaded on return +type, returning an appropriate handle for the resource, and represent binding +information in the arguments to the intrinsic. + +The three operations we need are ``llvm.dx.handle.fromBinding``, +``llvm.dx.handle.fromHeap``, and ``llvm.dx.handle.fromPointer``. These are +rougly equivalent to the DXIL operations ``dx.op.createHandleFromBinding``, +``dx.op.createHandleFromHeap``, and ``dx.op.createHandleForLib``, but they fold +the subsequent ``dx.op.annotateHandle`` operation in. Note that we don't have +an analogue for `dx.op.createHandle`_, since ``dx.op.createHandleFromBinding`` +subsumes it. ---------------- llvm-beanz wrote:
Is the intent to translate `llvm.dx.handle.FromBinding` to `dx.op.createHandle` directly for older shader models? https://github.com/llvm/llvm-project/pull/90553 _______________________________________________ cfe-commits mailing list cfe-commits@lists.llvm.org https://lists.llvm.org/cgi-bin/mailman/listinfo/cfe-commits