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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-11-30 17:52:52 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-11-30 17:52:52 -0800 |
| commit | 3d60cc0ca818556b78f38a59eb5521044b8a6b71 (patch) | |
| tree | 469cca95d07b578380a3961a8ffae18b8d9a4cd1 /source/slang/parameter-binding.cpp | |
| parent | 7f2d2c9a248a9413e236826a4c6473a6fc104714 (diff) | |
Add support for Vulkan raytraicng "shader record" (#735)
The syntax for this is a placeholder for now, since we will probably want to migrate to whatever gets decided on for dxc. To declare that some data should be part of the "shader record" use `layout(shaderRecordNV)` to mirror the GLSL raytracing extension:
```hlsl
layout(shaderRecordNV)
cbuffer MyShaderRecord
{
float4 someColor;
uint someValue;
}
```
The intention (not enforced) is that an application would map `MyShaderRecord` to "root constants" in the "local root signature" when compiling for DXR, while the output code in GLSL will always map to the shader record in Vulkan raytracing:
```glsl
layout(shaderRecordNV)
buffer MyShaderRecord
{
float4 someColor;
uint someValue;
};
```
This change does *not* support declaring a global value of `struct` type with `layout(shaderRecordNV)` (or a `ParameterBlock` with the modifiers, although that would be a nice-to-have feature) and it does *not* support having the contents of the shader record be mutable (even if GLSL/Vulkan allows it). Those can/should be added in future changes.
In terms of implementation, this closely mirrors the way that `layout(push_constant)` buffers were being handled, where the data inside the `ConstantBuffer<X>` (the value of type `X`) gets laid out using ordinary rules (and consuming ordinary `UNIFORM` storage, while the buffer itself is given a different layout resource to reflect that fact that it does not consume a VK `binding` any more, but a different conceptual resource.
Note: an alternative design here (that might actually be preferrable) would be to have both push-constant and shader-record buffers be handled as alternative aliases for `ConstantBuffer` (or maybe `ParameterBlock`) so that you have, e.g.:
```hlsl
PushConstantBuffer<X> myPushConstants;
ShaderRecord<Y> myShaderRecord;
```
This alternative design avoids API-specific decorations on the declarations, and reflects the intent of the programmer very directly, even when they are compiling for a target like D3D that doesn't reflect these choices at the IL level (it could still be exposed through the Slang reflection API).
Diffstat (limited to 'source/slang/parameter-binding.cpp')
| -rw-r--r-- | source/slang/parameter-binding.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp index 58891a956..622474116 100644 --- a/source/slang/parameter-binding.cpp +++ b/source/slang/parameter-binding.cpp @@ -1184,6 +1184,13 @@ getTypeLayoutForGlobalShaderParameter_HLSL( auto rules = layoutContext.getRulesFamily(); auto type = varDecl->getType(); + if( varDecl->HasModifier<ShaderRecordNVLayoutModifier>() && type->As<ConstantBufferType>() ) + { + return CreateTypeLayout( + layoutContext.with(rules->getShaderRecordConstantBufferRules()), + type); + } + // We want to check for a constant-buffer type with a `push_constant` layout // qualifier before we move on to anything else. if (varDecl->HasModifier<PushConstantAttribute>() && type->As<ConstantBufferType>()) |
