================
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+======================
+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
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