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authorYong He <yonghe@outlook.com>2019-01-31 13:35:03 -0800
committerGitHub <noreply@github.com>2019-01-31 13:35:03 -0800
commitbcb361db7c5a6f8baa9b2012b9ee9778421f1386 (patch)
tree9e5e1703e3b06e109bae6db136bbc2e816f96a2f /source/slang/parameter-binding.cpp
parentc1fe5f295e843d10e24ae0d053fc3813a29aec89 (diff)
parentf20c64c348393602ed2a9c873386345cc4b493e8 (diff)
Merge branch 'master' into crashfix
Diffstat (limited to 'source/slang/parameter-binding.cpp')
-rw-r--r--source/slang/parameter-binding.cpp1289
1 files changed, 717 insertions, 572 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp
index 6bb8749dd..904ec3129 100644
--- a/source/slang/parameter-binding.cpp
+++ b/source/slang/parameter-binding.cpp
@@ -15,7 +15,7 @@ struct ParameterInfo;
struct UsedRange
{
// What parameter has claimed this range?
- ParameterInfo* parameter = nullptr;
+ VarLayout* parameter;
// Begin/end of the range (half-open interval)
UInt begin;
@@ -69,7 +69,7 @@ struct UsedRanges
// then we return that parameter so that the
// caller can issue an error.
//
- ParameterInfo* Add(UsedRange range)
+ VarLayout* Add(UsedRange range)
{
// The invariant on entry to this
// function is that the `ranges` array
@@ -86,8 +86,8 @@ struct UsedRanges
// match the parameter on `range`, so that
// the compiler can issue useful diagnostics.
//
- ParameterInfo* newParam = range.parameter;
- ParameterInfo* existingParam = nullptr;
+ VarLayout* newParam = range.parameter;
+ VarLayout* existingParam = nullptr;
// A clever algorithm might use a binary
// search to identify the first entry in `ranges`
@@ -210,7 +210,7 @@ struct UsedRanges
return existingParam;
}
- ParameterInfo* Add(ParameterInfo* param, UInt begin, UInt end)
+ VarLayout* Add(VarLayout* param, UInt begin, UInt end)
{
UsedRange range;
range.parameter = param;
@@ -219,7 +219,7 @@ struct UsedRanges
return Add(range);
}
- ParameterInfo* Add(ParameterInfo* param, UInt begin, LayoutSize end)
+ VarLayout* Add(VarLayout* param, UInt begin, LayoutSize end)
{
UsedRange range;
range.parameter = param;
@@ -246,7 +246,7 @@ struct UsedRanges
// Try to find space for `count` entries
- UInt Allocate(ParameterInfo* param, UInt count)
+ UInt Allocate(VarLayout* param, UInt count)
{
UInt begin = 0;
@@ -279,11 +279,16 @@ struct UsedRanges
struct ParameterBindingInfo
{
- size_t space;
- size_t index;
+ size_t space = 0;
+ size_t index = 0;
LayoutSize count;
};
+struct ParameterBindingAndKindInfo : ParameterBindingInfo
+{
+ LayoutResourceKind kind = LayoutResourceKind::None;
+};
+
enum
{
kLayoutResourceKindCount = SLANG_PARAMETER_CATEGORY_COUNT,
@@ -353,11 +358,6 @@ struct SharedParameterBindingContext
//
Dictionary<UInt, RefPtr<UsedRangeSet>> globalSpaceUsedRangeSets;
- // What ranges of resource bindings are claimed for particular translation unit?
- // This is only used for varying input/output.
- //
- Dictionary<TranslationUnitRequest*, RefPtr<UsedRangeSet>> translationUnitUsedRangeSets;
-
// Which register spaces have been claimed so far?
UsedRanges usedSpaces;
@@ -785,12 +785,12 @@ static bool validateSpecializationsMatch(
for(;;)
{
// Skip any global generic substitutions.
- if(auto leftGlobalGeneric = ll.As<GlobalGenericParamSubstitution>())
+ if(auto leftGlobalGeneric = ll.as<GlobalGenericParamSubstitution>())
{
ll = leftGlobalGeneric->outer;
continue;
}
- if(auto rightGlobalGeneric = rr.As<GlobalGenericParamSubstitution>())
+ if(auto rightGlobalGeneric = rr.as<GlobalGenericParamSubstitution>())
{
rr = rightGlobalGeneric->outer;
continue;
@@ -806,9 +806,9 @@ static bool validateSpecializationsMatch(
ll = ll->outer;
rr = rr->outer;
- if(auto leftGeneric = leftSubst.As<GenericSubstitution>())
+ if(auto leftGeneric = leftSubst.as<GenericSubstitution>())
{
- if(auto rightGeneric = rightSubst.As<GenericSubstitution>())
+ if(auto rightGeneric = as<GenericSubstitution>(rightSubst))
{
if(validateGenericSubstitutionsMatch(context, leftGeneric, rightGeneric, stack))
{
@@ -816,9 +816,9 @@ static bool validateSpecializationsMatch(
}
}
}
- else if(auto leftThisType = leftSubst.As<ThisTypeSubstitution>())
+ else if(auto leftThisType = leftSubst.as<ThisTypeSubstitution>())
{
- if(auto rightThisType = rightSubst.As<ThisTypeSubstitution>())
+ if(auto rightThisType = rightSubst.as<ThisTypeSubstitution>())
{
if(validateThisTypeSubstitutionsMatch(context, leftThisType, rightThisType, stack))
{
@@ -851,9 +851,9 @@ static bool validateTypesMatch(
// are ever recursive types. We'd need a more refined system to
// cache the matches we've already found.
- if( auto leftDeclRefType = left->As<DeclRefType>() )
+ if( auto leftDeclRefType = as<DeclRefType>(left) )
{
- if( auto rightDeclRefType = right->As<DeclRefType>() )
+ if( auto rightDeclRefType = as<DeclRefType>(right) )
{
// Are they references to matching decl refs?
auto leftDeclRef = leftDeclRefType->declRef;
@@ -879,9 +879,9 @@ static bool validateTypesMatch(
}
// Check that any declared fields match too.
- if( auto leftStructDeclRef = leftDeclRef.As<AggTypeDecl>() )
+ if( auto leftStructDeclRef = leftDeclRef.as<AggTypeDecl>() )
{
- if( auto rightStructDeclRef = rightDeclRef.As<AggTypeDecl>() )
+ if( auto rightStructDeclRef = rightDeclRef.as<AggTypeDecl>() )
{
List<DeclRef<VarDecl>> leftFields;
List<DeclRef<VarDecl>> rightFields;
@@ -931,9 +931,9 @@ static bool validateTypesMatch(
// If we are looking at `T[N]` and `U[M]` we want to check that
// `T` is structurally equivalent to `U` and `N` is the same as `M`.
- else if( auto leftArrayType = left->As<ArrayExpressionType>() )
+ else if( auto leftArrayType = as<ArrayExpressionType>(left) )
{
- if( auto rightArrayType = right->As<ArrayExpressionType>() )
+ if( auto rightArrayType = as<ArrayExpressionType>(right) )
{
if(!validateTypesMatch(context, leftArrayType->baseType, rightArrayType->baseType, stack) )
return false;
@@ -1029,7 +1029,7 @@ RefPtr<Type> tryGetEffectiveTypeForGLSLVaryingInput(
return nullptr;
auto type = varDecl->getType();
- if( varDecl->HasModifier<InModifier>() || type->As<GLSLInputParameterGroupType>())
+ if( varDecl->HasModifier<InModifier>() || as<GLSLInputParameterGroupType>(type))
{
// Special case to handle "arrayed" shader inputs, as used
// for Geometry and Hull input
@@ -1041,8 +1041,8 @@ RefPtr<Type> tryGetEffectiveTypeForGLSLVaryingInput(
// Tessellation `patch` variables should stay as written
if( !varDecl->HasModifier<GLSLPatchModifier>() )
{
- // Unwrap array type, if prsent
- if( auto arrayType = type->As<ArrayExpressionType>() )
+ // Unwrap array type, if present
+ if( auto arrayType = as<ArrayExpressionType>(type) )
{
type = arrayType->baseType.Ptr();
}
@@ -1067,7 +1067,7 @@ RefPtr<Type> tryGetEffectiveTypeForGLSLVaryingOutput(
return nullptr;
auto type = varDecl->getType();
- if( varDecl->HasModifier<OutModifier>() || type->As<GLSLOutputParameterGroupType>())
+ if( varDecl->HasModifier<OutModifier>() || as<GLSLOutputParameterGroupType>(type))
{
// Special case to handle "arrayed" shader outputs, as used
// for Hull Shader output
@@ -1080,8 +1080,8 @@ RefPtr<Type> tryGetEffectiveTypeForGLSLVaryingOutput(
// Tessellation `patch` variables should stay as written
if( !varDecl->HasModifier<GLSLPatchModifier>() )
{
- // Unwrap array type, if prsent
- if( auto arrayType = type->As<ArrayExpressionType>() )
+ // Unwrap array type, if present
+ if( auto arrayType = as<ArrayExpressionType>(type) )
{
type = arrayType->baseType.Ptr();
}
@@ -1098,93 +1098,18 @@ RefPtr<Type> tryGetEffectiveTypeForGLSLVaryingOutput(
return nullptr;
}
-RefPtr<TypeLayout>
-getTypeLayoutForGlobalShaderParameter_GLSL(
+ /// Determine how to lay out a global variable that might be a shader parameter.
+ ///
+ /// Returns `nullptr` if the declaration does not represent a shader parameter.
+RefPtr<TypeLayout> getTypeLayoutForGlobalShaderParameter(
ParameterBindingContext* context,
- VarDeclBase* varDecl)
-{
- auto layoutContext = context->layoutContext;
- auto rules = layoutContext.getRulesFamily();
- auto type = varDecl->getType();
-
- // A GLSL shader parameter will be marked with
- // a qualifier to match the boundary it uses
- //
- // In the case of a parameter block, we will have
- // consumed this qualifier as part of parsing,
- // so that it won't be present on the declaration
- // any more. As such we also inspect the type
- // of the variable.
-
- // 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>() )
- {
- return CreateTypeLayout(
- layoutContext.with(rules->getPushConstantBufferRules()),
- type);
- }
-
- // TODO(tfoley): We have multiple variations of
- // the `uniform` modifier right now, and that
- // needs to get fixed...
- if( varDecl->HasModifier<HLSLUniformModifier>() || type->As<ConstantBufferType>() )
- {
- return CreateTypeLayout(
- layoutContext.with(rules->getConstantBufferRules()),
- type);
- }
-
- if( varDecl->HasModifier<GLSLBufferModifier>() || type->As<GLSLShaderStorageBufferType>() )
- {
- return CreateTypeLayout(
- layoutContext.with(rules->getShaderStorageBufferRules()),
- type);
- }
-
- if (auto effectiveVaryingInputType = tryGetEffectiveTypeForGLSLVaryingInput(context, varDecl))
- {
- // We expect to handle these elsewhere
- SLANG_DIAGNOSE_UNEXPECTED(getSink(context), varDecl, "GLSL varying input");
- return CreateTypeLayout(
- layoutContext.with(rules->getVaryingInputRules()),
- effectiveVaryingInputType);
- }
-
- if (auto effectiveVaryingOutputType = tryGetEffectiveTypeForGLSLVaryingOutput(context, varDecl))
- {
- // We expect to handle these elsewhere
- SLANG_DIAGNOSE_UNEXPECTED(getSink(context), varDecl, "GLSL varying output");
- return CreateTypeLayout(
- layoutContext.with(rules->getVaryingOutputRules()),
- effectiveVaryingOutputType);
- }
-
- // A `const` global with a `layout(constant_id = ...)` modifier
- // is a declaration of a specialization constant.
- if( varDecl->HasModifier<GLSLConstantIDLayoutModifier>() )
- {
- return CreateTypeLayout(
- layoutContext.with(rules->getSpecializationConstantRules()),
- type);
- }
-
- // GLSL says that an "ordinary" global variable
- // is just a (thread local) global and not a
- // parameter
- return nullptr;
-}
-
-RefPtr<TypeLayout>
-getTypeLayoutForGlobalShaderParameter_HLSL(
- ParameterBindingContext* context,
- VarDeclBase* varDecl)
+ VarDeclBase* varDecl,
+ Type* type)
{
auto layoutContext = context->layoutContext;
auto rules = layoutContext.getRulesFamily();
- auto type = varDecl->getType();
- if( varDecl->HasModifier<ShaderRecordNVLayoutModifier>() && type->As<ConstantBufferType>() )
+ if( varDecl->HasModifier<ShaderRecordNVLayoutModifier>() && as<ConstantBufferType>(type) )
{
return CreateTypeLayout(
layoutContext.with(rules->getShaderRecordConstantBufferRules()),
@@ -1193,7 +1118,7 @@ getTypeLayoutForGlobalShaderParameter_HLSL(
// 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>())
+ if (varDecl->HasModifier<PushConstantAttribute>() && as<ConstantBufferType>(type))
{
return CreateTypeLayout(
layoutContext.with(rules->getPushConstantBufferRules()),
@@ -1217,32 +1142,13 @@ getTypeLayoutForGlobalShaderParameter_HLSL(
type);
}
-// Determine how to lay out a global variable that might be
-// a shader parameter.
-// Returns `nullptr` if the declaration does not represent
-// a shader parameter.
-
-RefPtr<TypeLayout>
-getTypeLayoutForGlobalShaderParameter(
+RefPtr<TypeLayout> getTypeLayoutForGlobalShaderParameter(
ParameterBindingContext* context,
VarDeclBase* varDecl)
{
- switch( context->sourceLanguage )
- {
- case SourceLanguage::Slang:
- case SourceLanguage::HLSL:
- return getTypeLayoutForGlobalShaderParameter_HLSL(context, varDecl);
-
- case SourceLanguage::GLSL:
- return getTypeLayoutForGlobalShaderParameter_GLSL(context, varDecl);
-
- default:
- SLANG_UNEXPECTED("unhandled source language");
- UNREACHABLE_RETURN(nullptr);
- }
+ return getTypeLayoutForGlobalShaderParameter(context, varDecl, varDecl->getType());
}
-
//
enum EntryPointParameterDirection
@@ -1264,44 +1170,12 @@ struct EntryPointParameterState
};
-static RefPtr<TypeLayout> processEntryPointParameter(
+static RefPtr<TypeLayout> processEntryPointVaryingParameter(
ParameterBindingContext* context,
RefPtr<Type> type,
EntryPointParameterState const& state,
RefPtr<VarLayout> varLayout);
-static void collectGlobalScopeGLSLVaryingParameter(
- ParameterBindingContext* context,
- RefPtr<VarDeclBase> varDecl,
- RefPtr<Type> effectiveType,
- EntryPointParameterDirection direction)
-{
- int defaultSemanticIndex = 0;
-
- EntryPointParameterState state;
- state.directionMask = direction;
- state.ioSemanticIndex = &defaultSemanticIndex;
- state.stage = context->stage;
- state.loc = varDecl->loc;
-
- RefPtr<VarLayout> varLayout = new VarLayout();
- varLayout->varDecl = makeDeclRef(varDecl.Ptr());
-
- varLayout->typeLayout = processEntryPointParameter(
- context,
- effectiveType,
- state,
- varLayout);
-
- // Now add it to our list of reflection parameters, so
- // that it can get a location assigned later...
-
- ParameterInfo* parameterInfo = new ParameterInfo();
- parameterInfo->translationUnit = context->translationUnit;
- context->shared->parameters.Add(parameterInfo);
- parameterInfo->varLayouts.Add(varLayout);
-}
-
// Collect a single declaration into our set of parameters
static void collectGlobalGenericParameter(
ParameterBindingContext* context,
@@ -1319,25 +1193,6 @@ static void collectGlobalScopeParameter(
ParameterBindingContext* context,
RefPtr<VarDeclBase> varDecl)
{
- // HACK: We need to intercept GLSL varying `in` and `out` here, way earlier
- // in the process, so that we can avoid all kinds of nastiness that would
- // otherwise be applied to them.
- if (context->sourceLanguage == SourceLanguage::GLSL)
- {
- if (auto effectiveVaryingInputType = tryGetEffectiveTypeForGLSLVaryingInput(context, varDecl))
- {
- collectGlobalScopeGLSLVaryingParameter(context, varDecl, effectiveVaryingInputType, kEntryPointParameterDirection_Input);
- return;
- }
-
- if (auto effectiveVaryingOutputType = tryGetEffectiveTypeForGLSLVaryingOutput(context, varDecl))
- {
- collectGlobalScopeGLSLVaryingParameter(context, varDecl, effectiveVaryingOutputType, kEntryPointParameterDirection_Output);
- return;
- }
- }
-
-
// We use a single operation to both check whether the
// variable represents a shader parameter, and to compute
// the layout for that parameter's type.
@@ -1354,7 +1209,7 @@ static void collectGlobalScopeParameter(
// Now create a variable layout that we can use
RefPtr<VarLayout> varLayout = new VarLayout();
varLayout->typeLayout = typeLayout;
- varLayout->varDecl = DeclRef<Decl>(varDecl.Ptr(), nullptr).As<VarDeclBase>();
+ varLayout->varDecl = DeclRef<Decl>(varDecl.Ptr(), nullptr).as<VarDeclBase>();
// This declaration may represent the same logical parameter
// as a declaration that came from a different translation unit.
@@ -1422,22 +1277,6 @@ static UInt allocateUnusedSpaces(
return context->shared->usedSpaces.Allocate(nullptr, count);
}
-static RefPtr<UsedRangeSet> findUsedRangeSetForTranslationUnit(
- ParameterBindingContext* context,
- TranslationUnitRequest* translationUnit)
-{
- if (!translationUnit)
- return findUsedRangeSetForSpace(context, 0);
-
- RefPtr<UsedRangeSet> usedRangeSet;
- if (context->shared->translationUnitUsedRangeSets.TryGetValue(translationUnit, usedRangeSet))
- return usedRangeSet;
-
- usedRangeSet = new UsedRangeSet();
- context->shared->translationUnitUsedRangeSets.Add(translationUnit, usedRangeSet);
- return usedRangeSet;
-}
-
static void addExplicitParameterBinding(
ParameterBindingContext* context,
RefPtr<ParameterInfo> parameterInfo,
@@ -1486,15 +1325,15 @@ static void addExplicitParameterBinding(
// need to grab a full space
markSpaceUsed(context, semanticInfo.space);
}
- auto overlappedParameterInfo = usedRangeSet->usedResourceRanges[(int)semanticInfo.kind].Add(
- parameterInfo,
+ auto overlappedVarLayout = usedRangeSet->usedResourceRanges[(int)semanticInfo.kind].Add(
+ parameterInfo->varLayouts[0],
semanticInfo.index,
semanticInfo.index + count);
- if (overlappedParameterInfo)
+ if (overlappedVarLayout)
{
auto paramA = parameterInfo->varLayouts[0]->varDecl.getDecl();
- auto paramB = overlappedParameterInfo->varLayouts[0]->varDecl.getDecl();
+ auto paramB = overlappedVarLayout->varDecl.getDecl();
getSink(context)->diagnose(paramA, Diagnostics::parameterBindingsOverlap,
getReflectionName(paramA),
@@ -1641,22 +1480,6 @@ static void addExplicitParameterBindings_GLSL(
semanticInfo.index = attr->set;
semanticInfo.space = 0;
}
- else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::VertexInput)) != nullptr )
- {
- // Try to find `location` binding
- if(!findLayoutArg<GLSLLocationLayoutModifier>(varDecl, &semanticInfo.index))
- return;
-
- usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit);
- }
- else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::FragmentOutput)) != nullptr )
- {
- // Try to find `location` binding
- if(!findLayoutArg<GLSLLocationLayoutModifier>(varDecl, &semanticInfo.index))
- return;
-
- usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit);
- }
else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::SpecializationConstant)) != nullptr )
{
// Try to find `constant_id` binding
@@ -1697,21 +1520,16 @@ void generateParameterBindings(
}
// Generate the binding information for a shader parameter.
-static void completeBindingsForParameter(
+static void completeBindingsForParameterImpl(
ParameterBindingContext* context,
+ RefPtr<VarLayout> firstVarLayout,
+ ParameterBindingInfo bindingInfos[kLayoutResourceKindCount],
RefPtr<ParameterInfo> parameterInfo)
{
// For any resource kind used by the parameter
// we need to update its layout information
// to include a binding for that resource kind.
//
- // We will use the first declaration of the parameter as
- // a stand-in for all the declarations, so it is important
- // that earlier code has validated that the declarations
- // "match".
-
- SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0);
- auto firstVarLayout = parameterInfo->varLayouts.First();
auto firstTypeLayout = firstVarLayout->typeLayout;
// We need to deal with allocation of full register spaces first,
@@ -1731,7 +1549,7 @@ static void completeBindingsForParameter(
// has specified an explicit binding, since those won't
// go into our contiguously allocated range.
//
- auto& bindingInfo = parameterInfo->bindingInfo[(int)kind];
+ auto& bindingInfo = bindingInfos[(int)kind];
if( bindingInfo.count != 0 )
{
continue;
@@ -1798,7 +1616,7 @@ static void completeBindingsForParameter(
// Did we already apply some explicit binding information
// for this resource kind?
auto kind = typeRes.kind;
- auto& bindingInfo = parameterInfo->bindingInfo[(int)kind];
+ auto& bindingInfo = bindingInfos[(int)kind];
if( bindingInfo.count != 0 )
{
// If things have already been bound, our work is done.
@@ -1892,26 +1710,53 @@ static void completeBindingsForParameter(
// space.
UInt space = context->shared->defaultSpace;
-
- RefPtr<UsedRangeSet> usedRangeSet;
- switch (kind)
- {
- default:
- usedRangeSet = findUsedRangeSetForSpace(context, space);
- break;
-
- case LayoutResourceKind::VertexInput:
- case LayoutResourceKind::FragmentOutput:
- usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit);
- break;
- }
+ RefPtr<UsedRangeSet> usedRangeSet = findUsedRangeSetForSpace(context, space);
bindingInfo.count = count;
- bindingInfo.index = usedRangeSet->usedResourceRanges[(int)kind].Allocate(parameterInfo, count.getFiniteValue());
-
+ bindingInfo.index = usedRangeSet->usedResourceRanges[(int)kind].Allocate(firstVarLayout, count.getFiniteValue());
bindingInfo.space = space;
}
}
+}
+
+static void applyBindingInfoToParameter(
+ RefPtr<VarLayout> varLayout,
+ ParameterBindingInfo bindingInfos[kLayoutResourceKindCount])
+{
+ for(auto k = 0; k < kLayoutResourceKindCount; ++k)
+ {
+ auto kind = LayoutResourceKind(k);
+ auto& bindingInfo = bindingInfos[k];
+
+ // skip resources we aren't consuming
+ if(bindingInfo.count == 0)
+ continue;
+
+ // Add a record to the variable layout
+ auto varRes = varLayout->AddResourceInfo(kind);
+ varRes->space = (int) bindingInfo.space;
+ varRes->index = (int) bindingInfo.index;
+ }
+}
+
+// Generate the binding information for a shader parameter.
+static void completeBindingsForParameter(
+ ParameterBindingContext* context,
+ RefPtr<ParameterInfo> parameterInfo)
+{
+ // We will use the first declaration of the parameter as
+ // a stand-in for all the declarations, so it is important
+ // that earlier code has validated that the declarations
+ // "match".
+
+ SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0);
+ auto firstVarLayout = parameterInfo->varLayouts.First();
+
+ completeBindingsForParameterImpl(
+ context,
+ firstVarLayout,
+ parameterInfo->bindingInfo,
+ parameterInfo);
// At this point we should have explicit binding locations chosen for
// all the relevant resource kinds, so we can apply these to the
@@ -1919,23 +1764,25 @@ static void completeBindingsForParameter(
for(auto& varLayout : parameterInfo->varLayouts)
{
- for(auto k = 0; k < kLayoutResourceKindCount; ++k)
- {
- auto kind = LayoutResourceKind(k);
- auto& bindingInfo = parameterInfo->bindingInfo[k];
-
- // skip resources we aren't consuming
- if(bindingInfo.count == 0)
- continue;
-
- // Add a record to the variable layout
- auto varRes = varLayout->AddResourceInfo(kind);
- varRes->space = (int) bindingInfo.space;
- varRes->index = (int) bindingInfo.index;
- }
+ applyBindingInfoToParameter(varLayout, parameterInfo->bindingInfo);
}
}
+static void completeBindingsForParameter(
+ ParameterBindingContext* context,
+ RefPtr<VarLayout> varLayout)
+{
+ ParameterBindingInfo bindingInfos[kLayoutResourceKindCount];
+ completeBindingsForParameterImpl(
+ context,
+ varLayout,
+ bindingInfos,
+ nullptr);
+ applyBindingInfoToParameter(varLayout, bindingInfos);
+}
+
+
+
static void collectGlobalScopeParameters(
ParameterBindingContext* context,
ModuleDecl* program)
@@ -1950,12 +1797,12 @@ static void collectGlobalScopeParameters(
// for generic types in the second pass.
for (auto decl : program->Members)
{
- if (auto genParamDecl = decl.As<GlobalGenericParamDecl>())
+ if (auto genParamDecl = as<GlobalGenericParamDecl>(decl))
collectGlobalGenericParameter(context, genParamDecl);
}
for (auto decl : program->Members)
{
- if (auto varDecl = decl.As<VarDeclBase>())
+ if (auto varDecl = as<VarDeclBase>(decl))
collectGlobalScopeParameter(context, varDecl);
}
@@ -2121,7 +1968,7 @@ static RefPtr<TypeLayout> processSimpleEntryPointParameter(
return typeLayout;
}
-static RefPtr<TypeLayout> processEntryPointParameterDecl(
+static RefPtr<TypeLayout> processEntryPointVaryingParameterDecl(
ParameterBindingContext* context,
Decl* decl,
RefPtr<Type> type,
@@ -2159,23 +2006,18 @@ static RefPtr<TypeLayout> processEntryPointParameterDecl(
// *or* we couldn't find an explicit semantic to apply on the given
// declaration, so we will just recursive with whatever we have at
// the moment.
- return processEntryPointParameter(context, type, state, varLayout);
+ return processEntryPointVaryingParameter(context, type, state, varLayout);
}
-static RefPtr<TypeLayout> processEntryPointParameter(
+static RefPtr<TypeLayout> processEntryPointVaryingParameter(
ParameterBindingContext* context,
RefPtr<Type> type,
EntryPointParameterState const& state,
RefPtr<VarLayout> varLayout)
{
- if (varLayout)
- {
- varLayout->stage = state.stage;
- }
-
// The default handling of varying parameters should not apply
// to geometry shader output streams; they have their own special rules.
- if( auto gsStreamType = type->As<HLSLStreamOutputType>() )
+ if( auto gsStreamType = as<HLSLStreamOutputType>(type) )
{
//
@@ -2192,7 +2034,7 @@ static RefPtr<TypeLayout> processEntryPointParameter(
elementState.stage = state.stage;
elementState.loc = state.loc;
- auto elementTypeLayout = processEntryPointParameter(context, elementType, elementState, nullptr);
+ auto elementTypeLayout = processEntryPointVaryingParameter(context, elementType, elementState, nullptr);
RefPtr<StreamOutputTypeLayout> typeLayout = new StreamOutputTypeLayout();
typeLayout->type = type;
@@ -2294,21 +2136,21 @@ static RefPtr<TypeLayout> processEntryPointParameter(
}
// Scalar and vector types are treated as outputs directly
- if(auto basicType = type->As<BasicExpressionType>())
+ if(auto basicType = as<BasicExpressionType>(type))
{
return processSimpleEntryPointParameter(context, basicType, state, varLayout);
}
- else if(auto vectorType = type->As<VectorExpressionType>())
+ else if(auto vectorType = as<VectorExpressionType>(type))
{
return processSimpleEntryPointParameter(context, vectorType, state, varLayout);
}
// A matrix is processed as if it was an array of rows
- else if( auto matrixType = type->As<MatrixExpressionType>() )
+ else if( auto matrixType = as<MatrixExpressionType>(type) )
{
auto rowCount = GetIntVal(matrixType->getRowCount());
return processSimpleEntryPointParameter(context, matrixType, state, varLayout, (int) rowCount);
}
- else if( auto arrayType = type->As<ArrayExpressionType>() )
+ else if( auto arrayType = as<ArrayExpressionType>(type) )
{
// Note: Bad Things will happen if we have an array input
// without a semantic already being enforced.
@@ -2316,13 +2158,13 @@ static RefPtr<TypeLayout> processEntryPointParameter(
auto elementCount = (UInt) GetIntVal(arrayType->ArrayLength);
// We use the first element to derive the layout for the element type
- auto elementTypeLayout = processEntryPointParameter(context, arrayType->baseType, state, varLayout);
+ auto elementTypeLayout = processEntryPointVaryingParameter(context, arrayType->baseType, state, varLayout);
// We still walk over subsequent elements to make sure they consume resources
// as needed
for( UInt ii = 1; ii < elementCount; ++ii )
{
- processEntryPointParameter(context, arrayType->baseType, state, nullptr);
+ processEntryPointVaryingParameter(context, arrayType->baseType, state, nullptr);
}
RefPtr<ArrayTypeLayout> arrayTypeLayout = new ArrayTypeLayout();
@@ -2337,16 +2179,16 @@ static RefPtr<TypeLayout> processEntryPointParameter(
return arrayTypeLayout;
}
// Ignore a bunch of types that don't make sense here...
- else if (auto textureType = type->As<TextureType>()) { return nullptr; }
- else if(auto samplerStateType = type->As<SamplerStateType>()) { return nullptr; }
- else if(auto constantBufferType = type->As<ConstantBufferType>()) { return nullptr; }
+ else if (auto textureType = as<TextureType>(type)) { return nullptr; }
+ else if(auto samplerStateType = as<SamplerStateType>(type)) { return nullptr; }
+ else if(auto constantBufferType = as<ConstantBufferType>(type)) { return nullptr; }
// Catch declaration-reference types late in the sequence, since
// otherwise they will include all of the above cases...
- else if( auto declRefType = type->As<DeclRefType>() )
+ else if( auto declRefType = as<DeclRefType>(type) )
{
auto declRef = declRefType->declRef;
- if (auto structDeclRef = declRef.As<StructDecl>())
+ if (auto structDeclRef = declRef.as<StructDecl>())
{
RefPtr<StructTypeLayout> structLayout = new StructTypeLayout();
structLayout->type = type;
@@ -2357,7 +2199,7 @@ static RefPtr<TypeLayout> processEntryPointParameter(
RefPtr<VarLayout> fieldVarLayout = new VarLayout();
fieldVarLayout->varDecl = field;
- auto fieldTypeLayout = processEntryPointParameterDecl(
+ auto fieldTypeLayout = processEntryPointVaryingParameterDecl(
context,
field.getDecl(),
GetType(field),
@@ -2384,7 +2226,7 @@ static RefPtr<TypeLayout> processEntryPointParameter(
return structLayout;
}
- else if (auto globalGenericParam = declRef.As<GlobalGenericParamDecl>())
+ else if (auto globalGenericParam = declRef.as<GlobalGenericParamDecl>())
{
auto genParamTypeLayout = new GenericParamTypeLayout();
// we should have already populated ProgramLayout::genericEntryPointParams list at this point,
@@ -2400,7 +2242,7 @@ static RefPtr<TypeLayout> processEntryPointParameter(
}
}
// If we ran into an error in checking the user's code, then skip this parameter
- else if( auto errorType = type->As<ErrorType>() )
+ else if( auto errorType = as<ErrorType>(type) )
{
return nullptr;
}
@@ -2409,6 +2251,210 @@ static RefPtr<TypeLayout> processEntryPointParameter(
UNREACHABLE_RETURN(nullptr);
}
+ /// Compute the type layout for a parameter declared directly on an entry point.
+static RefPtr<TypeLayout> computeEntryPointParameterTypeLayout(
+ ParameterBindingContext* context,
+ SubstitutionSet typeSubst,
+ RefPtr<ParamDecl> paramDecl,
+ RefPtr<VarLayout> paramVarLayout,
+ EntryPointParameterState& state)
+{
+ auto paramType = paramDecl->type.type->Substitute(typeSubst).as<Type>();
+
+ if( paramDecl->HasModifier<HLSLUniformModifier>() )
+ {
+ // An entry-point parameter that is explicitly marked `uniform` represents
+ // a uniform shader parameter passed via the implicitly-defined
+ // constant buffer (e.g., the `$Params` constant buffer seen in fxc/dxc output).
+ //
+ return CreateTypeLayout(
+ context->layoutContext.with(context->getRulesFamily()->getConstantBufferRules()),
+ paramType);
+ }
+ else
+ {
+ // The default case is a varying shader parameter, which could be used for
+ // input, output, or both.
+ //
+ // The varying case needs to not only compute a layout, but also assocaite
+ // "semantic" strings/indices with the varying parameters by recursively
+ // walking their structure.
+
+ state.directionMask = 0;
+
+ // If it appears to be an input, process it as such.
+ if( paramDecl->HasModifier<InModifier>() || paramDecl->HasModifier<InOutModifier>() || !paramDecl->HasModifier<OutModifier>() )
+ {
+ state.directionMask |= kEntryPointParameterDirection_Input;
+ }
+
+ // If it appears to be an output, process it as such.
+ if(paramDecl->HasModifier<OutModifier>() || paramDecl->HasModifier<InOutModifier>())
+ {
+ state.directionMask |= kEntryPointParameterDirection_Output;
+ }
+
+ return processEntryPointVaryingParameterDecl(
+ context,
+ paramDecl.Ptr(),
+ paramDecl->type.type->Substitute(typeSubst).as<Type>(),
+ state,
+ paramVarLayout);
+ }
+}
+
+// There are multiple places where we need to compute the layout
+// for a "scope" such as the global scope or an entry point.
+// The `ScopeLayoutBuilder` encapsulates the logic around:
+//
+// * Doing layout for the ordinary/uniform fields, which involves
+// using the `struct` layout rules for constant buffers on
+// the target.
+//
+// * Creating a final type/var layout that reflects whether the
+// scope needs a constant buffer to be allocated to it.
+//
+struct ScopeLayoutBuilder
+{
+ ParameterBindingContext* m_context = nullptr;
+ LayoutRulesImpl* m_rules = nullptr;
+ RefPtr<StructTypeLayout> m_structLayout;
+ UniformLayoutInfo m_structLayoutInfo;
+ bool m_needConstantBuffer = false;
+
+ void beginLayout(
+ ParameterBindingContext* context)
+ {
+ m_context = context;
+ m_rules = context->getRulesFamily()->getConstantBufferRules();
+ m_structLayout = new StructTypeLayout();
+ m_structLayout->rules = m_rules;
+
+ m_structLayoutInfo = m_rules->BeginStructLayout();
+ }
+
+ void _addParameter(
+ RefPtr<VarLayout> firstVarLayout,
+ ParameterInfo* parameterInfo)
+ {
+ // Does the parameter have any uniform data?
+ auto layoutInfo = firstVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform);
+ LayoutSize uniformSize = layoutInfo ? layoutInfo->count : 0;
+ if( uniformSize != 0 )
+ {
+ m_needConstantBuffer = true;
+
+ // Make sure uniform fields get laid out properly...
+
+ UniformLayoutInfo fieldInfo(
+ uniformSize,
+ firstVarLayout->typeLayout->uniformAlignment);
+
+ LayoutSize uniformOffset = m_rules->AddStructField(
+ &m_structLayoutInfo,
+ fieldInfo);
+
+ if( parameterInfo )
+ {
+ for( auto& varLayout : parameterInfo->varLayouts )
+ {
+ varLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue();
+ }
+ }
+ else
+ {
+ firstVarLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue();
+ }
+ }
+
+ m_structLayout->fields.Add(firstVarLayout);
+
+ if( parameterInfo )
+ {
+ for( auto& varLayout : parameterInfo->varLayouts )
+ {
+ m_structLayout->mapVarToLayout.Add(varLayout->varDecl.getDecl(), varLayout);
+ }
+ }
+ else
+ {
+ m_structLayout->mapVarToLayout.Add(firstVarLayout->varDecl.getDecl(), firstVarLayout);
+ }
+ }
+
+ void addParameter(
+ RefPtr<VarLayout> varLayout)
+ {
+ _addParameter(varLayout, nullptr);
+ }
+
+ void addParameter(
+ ParameterInfo* parameterInfo)
+ {
+ SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0);
+ auto firstVarLayout = parameterInfo->varLayouts.First();
+
+ _addParameter(firstVarLayout, parameterInfo);
+ }
+
+ RefPtr<VarLayout> endLayout()
+ {
+ m_rules->EndStructLayout(&m_structLayoutInfo);
+
+ RefPtr<TypeLayout> scopeTypeLayout = m_structLayout;
+
+ // If the caller decided to allocate a constant buffer for
+ // the ordinary data, then we need to wrap up the structure
+ // type (layout) in a constant buffer type (layout).
+ //
+ if( m_needConstantBuffer )
+ {
+ auto constantBufferLayout = createParameterGroupTypeLayout(
+ m_context->layoutContext,
+ nullptr,
+ m_rules,
+ m_rules->GetObjectLayout(ShaderParameterKind::ConstantBuffer),
+ m_structLayout);
+
+ scopeTypeLayout = constantBufferLayout;
+ }
+
+ // We now have a bunch of layout information, which we should
+ // record into a suitable object that represents the scope
+ RefPtr<VarLayout> scopeVarLayout = new VarLayout();
+ scopeVarLayout->typeLayout = scopeTypeLayout;
+ return scopeVarLayout;
+ }
+};
+
+ /// Helper routine to allocate a constant buffer binding if one is needed.
+ ///
+ /// This function primarily exists to encapsulate the logic for allocating
+ /// the resources required for a constant buffer in the appropriate
+ /// target-specific fashion.
+ ///
+static ParameterBindingAndKindInfo maybeAllocateConstantBufferBinding(
+ ParameterBindingContext* context,
+ bool needConstantBuffer)
+{
+ if( !needConstantBuffer ) return ParameterBindingAndKindInfo();
+
+ UInt space = context->shared->defaultSpace;
+ auto usedRangeSet = findUsedRangeSetForSpace(context, space);
+
+ auto layoutInfo = context->getRulesFamily()->getConstantBufferRules()->GetObjectLayout(
+ ShaderParameterKind::ConstantBuffer);
+
+ ParameterBindingAndKindInfo info;
+ info.kind = layoutInfo.kind;
+ info.count = layoutInfo.size;
+ info.index = usedRangeSet->usedResourceRanges[(int)layoutInfo.kind].Allocate(nullptr, layoutInfo.size.getFiniteValue());
+ info.space = space;
+ return info;
+}
+
+ /// Iterate over the parameters of an entry point to compute its requirements.
+ ///
static void collectEntryPointParameters(
ParameterBindingContext* context,
EntryPointRequest* entryPoint,
@@ -2420,100 +2466,138 @@ static void collectEntryPointParameters(
// Something must have failed earlier, so that
// we didn't find a declaration to match this
// entry point request.
+ //
return;
}
- // Create the layout object here
- auto entryPointLayout = new EntryPointLayout();
+ // We will take responsibility for creating and filling in
+ // the `EntryPointLayout` object here.
+ //
+ RefPtr<EntryPointLayout> entryPointLayout = new EntryPointLayout();
entryPointLayout->profile = entryPoint->profile;
entryPointLayout->entryPoint = entryPointFuncDecl;
- context->entryPointLayout = entryPointLayout;
+ // The entry point layout must be added to the output
+ // program layout so that it can be accessed by reflection.
+ //
context->shared->programLayout->entryPoints.Add(entryPointLayout);
+ // For the duration of our parameter collection work we will
+ // establish this entry point as the current one in the context.
+ //
+ context->entryPointLayout = entryPointLayout;
+
// Note: this isn't really the best place for this logic to sit,
- // but it is the simplest place where we have a direct correspondance
+ // but it is the simplest place where we have a direct correspondence
// between a single `EntryPointRequest` and its matching `EntryPointLayout`,
// so we'll use it.
//
for( auto taggedUnionType : entryPoint->taggedUnionTypes )
{
- auto substType = taggedUnionType->Substitute(typeSubst).As<Type>();
+ auto substType = taggedUnionType->Substitute(typeSubst).dynamicCast<Type>();
auto typeLayout = CreateTypeLayout(context->layoutContext, substType);
entryPointLayout->taggedUnionTypeLayouts.Add(typeLayout);
}
- // Okay, we seemingly have an entry-point function, and now we need to collect info on its parameters too
+ // We are going to iterate over the entry-point parameters,
+ // and while we do so we will go ahead and perform layout/binding
+ // assignment for two cases:
//
- // TODO: Long-term we probably want complete information on all inputs/outputs of an entry point,
- // but for now we are really just trying to scrape information on fragment outputs, so lets do that:
+ // First, the varying parameters of the entry point will have
+ // their semantics and locations assigned, so we set up state
+ // for tracking that layout.
//
- // TODO: check whether we should enumerate the parameters before the return type, or vice versa
-
int defaultSemanticIndex = 0;
-
EntryPointParameterState state;
state.ioSemanticIndex = &defaultSemanticIndex;
state.optSemanticName = nullptr;
state.semanticSlotCount = 0;
state.stage = entryPoint->getStage();
- for( auto m : entryPointFuncDecl->Members )
- {
- auto paramDecl = m.As<VarDeclBase>();
- if(!paramDecl)
- continue;
+ // Second, we will compute offsets for any "ordinary" data
+ // in the parameter list (e.g., a `uniform float4x4 mvp` parameter),
+ // which is what the `ScopeLayoutBuilder` is designed to help with.
+ //
+ ScopeLayoutBuilder scopeBuilder;
+ scopeBuilder.beginLayout(context);
+ auto paramsStructLayout = scopeBuilder.m_structLayout;
- // We have an entry-point parameter, and need to figure out what to do with it.
+ for( auto paramDecl : entryPointFuncDecl->getMembersOfType<ParamDecl>() )
+ {
+ // Any error messages we emit during the process should
+ // refer to the location of this parameter.
+ //
state.loc = paramDecl->loc;
- // TODO: need to handle `uniform`-qualified parameters here
- if (paramDecl->HasModifier<HLSLUniformModifier>())
- continue;
-
- state.directionMask = 0;
-
- // If it appears to be an input, process it as such.
- if( paramDecl->HasModifier<InModifier>() || paramDecl->HasModifier<InOutModifier>() || !paramDecl->HasModifier<OutModifier>() )
- {
- state.directionMask |= kEntryPointParameterDirection_Input;
- }
-
- // If it appears to be an output, process it as such.
- if(paramDecl->HasModifier<OutModifier>() || paramDecl->HasModifier<InOutModifier>())
- {
- state.directionMask |= kEntryPointParameterDirection_Output;
- }
-
+ // We are going to construct the variable layout for this
+ // parameter *before* computing the type layout, because
+ // the type layout computation is also determining the effective
+ // semantic of the parameter, which needs to be stored
+ // back onto the `VarLayout`.
+ //
RefPtr<VarLayout> paramVarLayout = new VarLayout();
paramVarLayout->varDecl = makeDeclRef(paramDecl.Ptr());
+ paramVarLayout->stage = state.stage;
- auto paramTypeLayout = processEntryPointParameterDecl(
+ auto paramTypeLayout = computeEntryPointParameterTypeLayout(
context,
- paramDecl.Ptr(),
- paramDecl->type.type->Substitute(typeSubst).As<Type>(),
- state,
- paramVarLayout);
+ typeSubst,
+ paramDecl,
+ paramVarLayout,
+ state);
+ paramVarLayout->typeLayout = paramTypeLayout;
- // Skip parameters for which we could not compute a layout
+ // We expect to always be able to compute a layout for
+ // entry-point parameters, but to be defensive we will
+ // skip parameters that couldn't have a layout computed
+ // when assertions are disabled.
+ //
+ SLANG_ASSERT(paramTypeLayout);
if(!paramTypeLayout)
continue;
- paramVarLayout->typeLayout = paramTypeLayout;
+ // Now that we've computed the layout to use for the parameter,
+ // we need to add its resource usage to that of the entry
+ // point as a whole.
+ //
+ // Any "ordinary" data (e.g., a `float4x4`) needs to be accounted
+ // for using the `ScopeLayoutBuilder`, since it will handle
+ // the details of target-specific `struct` type layout.
+ //
+ scopeBuilder.addParameter(paramVarLayout);
- for (auto rr : paramTypeLayout->resourceInfos)
+ // All of the other resources types will be handled in a
+ // simpler loop that just increments the relevant counters.
+ //
+ for (auto paramTypeResInfo : paramTypeLayout->resourceInfos)
{
- auto entryPointRes = entryPointLayout->findOrAddResourceInfo(rr.kind);
- paramVarLayout->findOrAddResourceInfo(rr.kind)->index = entryPointRes->count.getFiniteValue();
- entryPointRes->count += rr.count;
- }
+ // We need to skip ordinary data because it is being
+ // handled by the `scopeBuilder`.
+ //
+ if(paramTypeResInfo.kind == LayoutResourceKind::Uniform)
+ continue;
- entryPointLayout->fields.Add(paramVarLayout);
- entryPointLayout->mapVarToLayout.Add(paramDecl, paramVarLayout);
+ // Whatever resources the parameter uses, we need to
+ // assign the parameter's location/register/binding offset to
+ // be the sum of everything added so far.
+ //
+ auto entryPointResInfo = paramsStructLayout->findOrAddResourceInfo(paramTypeResInfo.kind);
+ paramVarLayout->findOrAddResourceInfo(paramTypeResInfo.kind)->index = entryPointResInfo->count.getFiniteValue();
+
+ // We then need to add the resources consumed by the parameter
+ // to those consumed by the entry point.
+ //
+ entryPointResInfo->count += paramTypeResInfo.count;
+ }
}
+ entryPointLayout->parametersLayout = scopeBuilder.endLayout();
- // If we have a non-`void` output type for the entry point, then process it as
- // an output parameter.
+ // For an entry point with a non-`void` return type, we need to process the
+ // return type as a varying output parameter.
+ //
+ // TODO: Ideally we should make the layout process more robust to empty/void
+ // types and apply this logic unconditionally.
+ //
auto resultType = entryPointFuncDecl->ReturnType.type;
if( !resultType->Equals(resultType->getSession()->getVoidType()) )
{
@@ -2521,11 +2605,12 @@ static void collectEntryPointParameters(
state.directionMask = kEntryPointParameterDirection_Output;
RefPtr<VarLayout> resultLayout = new VarLayout();
+ resultLayout->stage = state.stage;
- auto resultTypeLayout = processEntryPointParameterDecl(
+ auto resultTypeLayout = processEntryPointVaryingParameterDecl(
context,
entryPointFuncDecl,
- resultType->Substitute(typeSubst).As<Type>(),
+ resultType->Substitute(typeSubst).dynamicCast<Type>(),
state,
resultLayout);
@@ -2535,7 +2620,7 @@ static void collectEntryPointParameters(
for (auto rr : resultTypeLayout->resourceInfos)
{
- auto entryPointRes = entryPointLayout->findOrAddResourceInfo(rr.kind);
+ auto entryPointRes = paramsStructLayout->findOrAddResourceInfo(rr.kind);
resultLayout->findOrAddResourceInfo(rr.kind)->index = entryPointRes->count.getFiniteValue();
entryPointRes->count += rr.count;
}
@@ -2687,6 +2772,7 @@ void generateParameterBindings(
context.shared = &sharedContext;
context.translationUnit = nullptr;
context.layoutContext = layoutContext;
+
// Walk through AST to discover all the parameters
collectParameters(&context, compileReq);
@@ -2787,24 +2873,10 @@ void generateParameterBindings(
// If there are any global-scope uniforms, then we need to
// allocate a constant-buffer binding for them here.
- ParameterBindingInfo globalConstantBufferBinding;
- globalConstantBufferBinding.index = 0;
- globalConstantBufferBinding.space = 0;
- if( needDefaultConstantBuffer )
- {
- // TODO: this logic is only correct for D3D targets, where
- // global-scope uniforms get wrapped into a constant buffer.
-
- UInt space = sharedContext.defaultSpace;
- auto usedRangeSet = findUsedRangeSetForSpace(&context, space);
-
- globalConstantBufferBinding.index =
- usedRangeSet->usedResourceRanges[
- (int)LayoutResourceKind::ConstantBuffer].Allocate(nullptr, 1);
-
- globalConstantBufferBinding.space = space;
- }
-
+ //
+ ParameterBindingAndKindInfo globalConstantBufferBinding = maybeAllocateConstantBufferBinding(
+ &context,
+ needDefaultConstantBuffer);
// Now walk through again to actually give everything
// ranges of registers...
@@ -2813,135 +2885,200 @@ void generateParameterBindings(
completeBindingsForParameter(&context, parameter);
}
- // TODO: need to deal with parameters declared inside entry-point
- // parameter lists at some point...
-
-
- // Next we need to create a type layout to reflect the information
- // we have collected.
-
- // We will lay out any bare uniforms at the global scope into
- // a single constant buffer. This is appropriate for HLSL global-scope
- // uniforms, and Vulkan GLSL doesn't allow uniforms at global scope,
- // so it should work out.
+ // After we have allocated registers/bindings to everything
+ // in the global scope we will process the parameters
+ // of each entry point in order.
//
- // For legacy GLSL targets, we'd probably need a distinct resource
- // kind and set of rules here, since legacy uniforms are not the
- // same as the contents of a constant buffer.
- auto globalScopeRules = context.getRulesFamily()->getConstantBufferRules();
-
- RefPtr<StructTypeLayout> globalScopeStructLayout = new StructTypeLayout();
- globalScopeStructLayout->rules = globalScopeRules;
-
- UniformLayoutInfo structLayoutInfo = globalScopeRules->BeginStructLayout();
- for( auto& parameterInfo : sharedContext.parameters )
+ // Note: the effect of the current implemetnation is to
+ // allocate non-overlapping registers/bindings between all
+ // the entry points in the compile request (e.g., if you
+ // have a vertex and fragment shader being compiled together,
+ // we will allocate distinct constant buffer registers for
+ // their uniform parameters).
+ //
+ // TODO: We probably need to provide some more nuanced control
+ // over whether entry points get overlapping or non-overlapping
+ // bindings. It seems clear that if we were compiling multiple
+ // compute kernels in one invocation we'd want them to get
+ // overlapping bindings, because we cannot ever have them bound
+ // together in a single pipeline state.
+ //
+ // Similarly, entry point parameters of DirectX Raytracing (DXR)
+ // shaders should probably be allowed to overlap by default,
+ // since those parameters should really go into the "local root signature."
+ // (Note: there is a bit more subtlety around ray tracing
+ // shaders that will be assembled into a "hit group")
+ //
+ // For now we are just doing the simplest thing, which will be
+ // appropriate for:
+ //
+ // * Compiling a single compute shader in a compile request.
+ // * Compiling some number of rasterization shader entry points
+ // in a single request, to be used together.
+ // * Compiling a single ray-tracing shader in a compile request.
+ //
+ for( auto entryPoint : sharedContext.programLayout->entryPoints )
{
- SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0);
- auto firstVarLayout = parameterInfo->varLayouts.First();
-
- // Does the field have any uniform data?
- auto layoutInfo = firstVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform);
- LayoutSize uniformSize = layoutInfo ? layoutInfo->count : 0;
- if( uniformSize != 0 )
- {
- // Make sure uniform fields get laid out properly...
-
- UniformLayoutInfo fieldInfo(
- uniformSize,
- firstVarLayout->typeLayout->uniformAlignment);
-
- LayoutSize uniformOffset = globalScopeRules->AddStructField(
- &structLayoutInfo,
- fieldInfo);
-
- for( auto& varLayout : parameterInfo->varLayouts )
- {
- varLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue();
- }
- }
-
- globalScopeStructLayout->fields.Add(firstVarLayout);
-
- for( auto& varLayout : parameterInfo->varLayouts )
- {
- globalScopeStructLayout->mapVarToLayout.Add(varLayout->varDecl.getDecl(), varLayout);
- }
+ auto entryPointParamsLayout = entryPoint->parametersLayout;
+ completeBindingsForParameter(&context, entryPointParamsLayout);
}
- globalScopeRules->EndStructLayout(&structLayoutInfo);
- RefPtr<TypeLayout> globalScopeLayout = globalScopeStructLayout;
-
- // If there are global-scope uniforms, then we need to wrap
- // up a global constant buffer type layout to hold them
- if( needDefaultConstantBuffer )
+ // Next we need to create a type layout to reflect the information
+ // we have collected, and we will use the `ScopeLayoutBuilder`
+ // to encapsulate the logic that can be shared with the entry-point
+ // case.
+ //
+ ScopeLayoutBuilder globalScopeLayoutBuilder;
+ globalScopeLayoutBuilder.beginLayout(&context);
+ for( auto& parameterInfo : sharedContext.parameters )
{
- auto globalConstantBufferLayout = createParameterGroupTypeLayout(
- layoutContext,
- nullptr,
- globalScopeRules,
- globalScopeRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer),
- globalScopeStructLayout);
-
- globalScopeLayout = globalConstantBufferLayout;
+ globalScopeLayoutBuilder.addParameter(parameterInfo);
}
- // We now have a bunch of layout information, which we should
- // record into a suitable object that represents the program
- RefPtr<VarLayout> globalVarLayout = new VarLayout();
- globalVarLayout->typeLayout = globalScopeLayout;
- if (needDefaultConstantBuffer)
+ auto globalScopeVarLayout = globalScopeLayoutBuilder.endLayout();
+ if( globalConstantBufferBinding.count != 0 )
{
- auto cbInfo = globalVarLayout->findOrAddResourceInfo(LayoutResourceKind::ConstantBuffer);
+ auto cbInfo = globalScopeVarLayout->findOrAddResourceInfo(globalConstantBufferBinding.kind);
cbInfo->space = globalConstantBufferBinding.space;
cbInfo->index = globalConstantBufferBinding.index;
}
- programLayout->globalScopeLayout = globalVarLayout;
+ programLayout->parametersLayout = globalScopeVarLayout;
}
-StructTypeLayout* getGlobalStructLayout(
- ProgramLayout* programLayout);
-
RefPtr<ProgramLayout> specializeProgramLayout(
- TargetRequest * targetReq,
- ProgramLayout* programLayout,
+ TargetRequest* targetReq,
+ ProgramLayout* oldProgramLayout,
SubstitutionSet typeSubst)
{
+ // The goal of the layout specialization step is to take an existing `ProgramLayout`,
+ // and add a layout to any parameter(s) that could not be laid out previously, because
+ // they had a dependence on generic type parameters that made layout impossible at
+ // the time.
+ //
+ // TODO: It would be far simpler to just "re-do" the entire layout process, just
+ // with knowledge of what the global type substitution is, but that would mean that
+ // global parameters that come after a generic-dependent parameter might change
+ // their location/binding/register depending on what types are plugged in.
+ // Our current design preserves the layout for any global parameter that was placed during
+ // the initial layout of a program (before the generic arguments were know).
+ // It isn't clear that this design choice pays off in practice, since there is lot
+ // of complexity in this function.
+
RefPtr<ProgramLayout> newProgramLayout;
newProgramLayout = new ProgramLayout();
newProgramLayout->targetRequest = targetReq;
- newProgramLayout->globalGenericParams = programLayout->globalGenericParams;
-
- List<RefPtr<TypeLayout>> paramTypeLayouts;
- auto globalStructLayout = getGlobalStructLayout(programLayout);
- SLANG_ASSERT(globalStructLayout);
- RefPtr<StructTypeLayout> structLayout = new StructTypeLayout();
- RefPtr<TypeLayout> globalScopeLayout = structLayout;
- structLayout->uniformAlignment = globalStructLayout->uniformAlignment;
-
- // Try to find rules based on the selected code-generation target
- auto layoutContext = getInitialLayoutContextForTarget(targetReq);
+ newProgramLayout->globalGenericParams = oldProgramLayout->globalGenericParams;
- // If there was no target, or there are no rules for the target,
- // then bail out here.
- if (!layoutContext.rules)
- return newProgramLayout;
+ // The basic idea will be to iterate over the parameters in the old layout,
+ // and "pick up where we left off" in terms of allocating registers to things.
+ //
+ // That means we will look at the existing parameters (that were laid out already)
+ // and mark any registers/bytes/bindings/etc. that they occupy as "used" so
+ // that the subsequent layout of the generic-dependency parameters will not
+ // collide with them.
+ //
+ // We will use the same kind of context type as the original parameter binding
+ // step did, so we initialize its state here:
+
+ auto layoutContext = getInitialLayoutContextForTarget(targetReq);
+ SLANG_ASSERT(layoutContext.rules);
-
- // we need to initialize a layout context to mark used registers
SharedParameterBindingContext sharedContext;
sharedContext.compileRequest = targetReq->compileRequest;
sharedContext.defaultLayoutRules = layoutContext.getRulesFamily();
sharedContext.programLayout = newProgramLayout;
sharedContext.targetRequest = targetReq;
- // Create a sub-context to collect parameters that get
- // declared into the global scope
ParameterBindingContext context;
context.shared = &sharedContext;
context.translationUnit = nullptr;
context.layoutContext = layoutContext;
-
-
+
+ // We will also need state for laying out any global-scope parameters
+ // that include ordinary/uniform data.
+ //
+ auto oldGlobalStructLayout = getGlobalStructLayout(oldProgramLayout);
+ SLANG_ASSERT(oldGlobalStructLayout);
+
+ ScopeLayoutBuilder newGlobalScopeLayoutBuilder;
+ newGlobalScopeLayoutBuilder.beginLayout(&context);
+ auto& newGlobalStructLayoutInfo = newGlobalScopeLayoutBuilder.m_structLayoutInfo;
+ auto newGlobalStructLayout = newGlobalScopeLayoutBuilder.m_structLayout;
+
+ // The initial state for uniform layout will be based on whatever
+ // global-scope ordinary/uniform parameters were laid out before.
+ // The alignment can be read directly from the old global layout.
+ //
+ newGlobalStructLayoutInfo.alignment = oldGlobalStructLayout->uniformAlignment;
+ newGlobalStructLayoutInfo.size = 0;
+
+ // The remaining information needs to be collected by looking at
+ // the individual parameters in the existing layout.
+ //
+ bool oldAnyUniforms = false;
+ for(auto oldVarLayout : oldGlobalStructLayout->fields)
+ {
+ // If a parameter made use of a global generic parameter, then we would
+ // have skipped applying layout to it in the original layout process,
+ // and so we should skip it for the process of recovering the existing
+ // layout information.
+ //
+ if (oldVarLayout->FindResourceInfo(LayoutResourceKind::GenericResource))
+ continue;
+
+ // Otherwise, we will "reserve" any resources that the parameter was
+ // determined to consume.
+ //
+ // The easy case is any registers/bindings used for textures/sampler/etc.
+ // We iterate over the kinds of resources consumed by teh parameter.
+ //
+ for( auto varResInfo : oldVarLayout->resourceInfos )
+ {
+ // For each kind of resource consumed the `varResInfo` will tell us
+ // the start of the consumed range, whle the type will be needed
+ // to tell us the amount of resources consumed.
+ //
+ if( auto typeResInfo = oldVarLayout->typeLayout->FindResourceInfo(varResInfo.kind) )
+ {
+ // We will mark the range of resources consumed by theis parameter
+ // as "used" so that it cannot be claimed by later parameters.
+ //
+ auto usedRangeSet = findUsedRangeSetForSpace(&context, varResInfo.space);
+ markSpaceUsed(&context, varResInfo.space);
+ usedRangeSet->usedResourceRanges[(int)varResInfo.kind].Add(
+ nullptr, // we don't need to track parameter info here
+ varResInfo.index,
+ varResInfo.index + typeResInfo->count);
+ }
+ }
+
+ // The more subtle case is when the parameter consumes ordinary bytes
+ // of uniform (constant buffer) memory, because we do not use the
+ // same "used range" model to allocate space for ordinary data.
+ //
+ // Instead, we simply track the highest byte offset covered by any parameter.
+ //
+ if (auto varUniformInfo = oldVarLayout->FindResourceInfo(LayoutResourceKind::Uniform))
+ {
+ oldAnyUniforms = true;
+
+ if( auto typeUniformInfo = oldVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
+ {
+ newGlobalStructLayoutInfo.size = maximum(
+ newGlobalStructLayoutInfo.size,
+ varUniformInfo->index + typeUniformInfo->count);
+ }
+ }
+ }
+
+ // Rather than attempt to re-use the entry-point layout information
+ // that was collected in the first pass, we will re-collect the
+ // information for entry points from scratch.
+ //
+ // This ensures that when an entry point makes use of a generic type
+ // parameter, the layout of its parameter list strictly follows
+ // the declaration order.
+ //
for (auto & translationUnit : targetReq->compileRequest->translationUnits)
{
for (auto & entryPoint : translationUnit->entryPoints)
@@ -2951,137 +3088,145 @@ RefPtr<ProgramLayout> specializeProgramLayout(
context.entryPointLayout = nullptr;
}
- auto constantBufferRules = context.getRulesFamily()->getConstantBufferRules();
- structLayout->rules = constantBufferRules;
- structLayout->fields.SetSize(globalStructLayout->fields.Count());
- UniformLayoutInfo structLayoutInfo;
- structLayoutInfo.alignment = globalStructLayout->uniformAlignment;
- structLayoutInfo.size = 0;
- bool anyUniforms = false;
- Dictionary<RefPtr<VarLayout>, RefPtr<VarLayout>> varLayoutMapping;
- for (uint32_t varId = 0; varId < globalStructLayout->fields.Count(); varId++)
+ // Now that we've marked thing as being used, we can make a second
+ // sweep to compute the requirements of any generic-dependent parameters.
+ //
+ // Along the way we will build up the new layout for the global-scope
+ // structure type, including the offsets of all ordinary/uniform fields.
+ //
+
+ bool newAnyUniforms = oldAnyUniforms;
+ List<RefPtr<VarLayout>> newVarLayouts;
+ Dictionary<RefPtr<VarLayout>, RefPtr<VarLayout>> mapOldLayoutToNew;
+ for(auto oldVarLayout : oldGlobalStructLayout->fields)
{
- auto &varLayout = globalStructLayout->fields[varId];
- // To recover layout context, we skip generic resources in the first pass
- if (varLayout->FindResourceInfo(LayoutResourceKind::GenericResource))
+ // In this pass, the variables that *don't* depend on generic parameters
+ // are the easy ones to handle. We can just copy them over to the new layout.
+ //
+ if(!oldVarLayout->FindResourceInfo(LayoutResourceKind::GenericResource))
+ {
+ newGlobalStructLayout->fields.Add(oldVarLayout);
continue;
+ }
- if (auto uniformInfo = varLayout->FindResourceInfo(LayoutResourceKind::Uniform))
- {
- anyUniforms = true;
+ // In the case where things are generic-dependent, we need to re-do
+ // the type layout process on the type that results from doing
+ // substutition with the global generic arguments.
+ //
+ RefPtr<Type> oldType = oldVarLayout->getTypeLayout()->getType();
+ RefPtr<Type> newType = oldType->Substitute(typeSubst).as<Type>();
- if( auto tUniformInfo = varLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
- {
- structLayoutInfo.size = maximum(structLayoutInfo.size, uniformInfo->index + tUniformInfo->count);
- }
- }
- for( auto resInfo : varLayout->resourceInfos )
+ RefPtr<TypeLayout> newTypeLayout = getTypeLayoutForGlobalShaderParameter(
+ &context,
+ oldVarLayout->varDecl,
+ newType);
+
+ RefPtr<VarLayout> newVarLayout = new VarLayout();
+ newVarLayout->varDecl = oldVarLayout->varDecl;
+ newVarLayout->stage = oldVarLayout->stage;
+ newVarLayout->typeLayout = newTypeLayout;
+
+ newGlobalScopeLayoutBuilder.addParameter(newVarLayout);
+ newVarLayouts.Add(newVarLayout);
+ mapOldLayoutToNew.Add(oldVarLayout, newVarLayout);
+
+ if(auto uniformInfo = newTypeLayout->FindResourceInfo(LayoutResourceKind::Uniform))
{
- if( auto tresInfo = varLayout->typeLayout->FindResourceInfo(resInfo.kind) )
+ if(uniformInfo->count != 0)
{
- auto usedRangeSet = findUsedRangeSetForSpace(&context, resInfo.space);
- markSpaceUsed(&context, resInfo.space);
- usedRangeSet->usedResourceRanges[(int)resInfo.kind].Add(
- nullptr, // we don't need to track parameter info here
- resInfo.index,
- resInfo.index + tresInfo->count);
+ newAnyUniforms = true;
+ diagnoseGlobalUniform(&sharedContext, newVarLayout->varDecl);
}
}
- structLayout->fields[varId] = varLayout;
- varLayoutMapping[varLayout] = varLayout;
}
- auto originalGlobalCBufferInfo = programLayout->globalScopeLayout->FindResourceInfo(LayoutResourceKind::ConstantBuffer);
- VarLayout::ResourceInfo globalCBufferInfo;
- globalCBufferInfo.kind = LayoutResourceKind::None;
- globalCBufferInfo.space = 0;
- globalCBufferInfo.index = 0;
- if (originalGlobalCBufferInfo)
+ auto newGlobalScopeVarLayout = newGlobalScopeLayoutBuilder.endLayout();
+
+ // We had better have made a copy of every field in the original layout.
+ //
+ SLANG_ASSERT(oldGlobalStructLayout->fields.Count() == newGlobalStructLayout->fields.Count());
+
+ // If there were no global-scope uniforms before, but there
+ // are now that we've done global substitution, then we
+ // need to allocate a global constant buffer to hold them.
+ //
+ auto newGlobalConstantBufferBinding = maybeAllocateConstantBufferBinding(&context, newAnyUniforms && !oldAnyUniforms);
+
+ // Now we need to "complete" finding for each of the new parameters,
+ // which is the step that actually allocates resource to them.
+ //
+ // Note: we don't support generic-dependent parameters with explicit bindings,
+ // so we should probably emit an error message about that in the original
+ // layout step.
+ //
+ for(auto newVarLayout : newVarLayouts)
{
- globalCBufferInfo.kind = LayoutResourceKind::ConstantBuffer;
- globalCBufferInfo.space = originalGlobalCBufferInfo->space;
- globalCBufferInfo.index = originalGlobalCBufferInfo->index;
+ completeBindingsForParameter(&context, newVarLayout);
}
- // we have the context restored, can continue to layout the generic variables now
- for (uint32_t varId = 0; varId < globalStructLayout->fields.Count(); varId++)
+
+ // One remaining missing step is that the `StructLayout` type maintains
+ // a map from variable declarations to their layouts, and in some cases
+ // multiple declarations will map to the same layout (because, e.g., the
+ // same `cbuffer` was declared in both a vertex and fragment shader file).
+ //
+ // We need to clone that remapping information over from the old program
+ // layout. This is why we created the `mapOldLayoutToNew` mapping in
+ // the preceding loop.
+ //
+ // TODO: This step would be easier if the `StructLayout::mapVarToLayout`
+ // dictionary were instead a mapping from variable declaration to the
+ // *index* of the corresponding layout in the `fields` array.
+ //
+ for(auto entry : oldGlobalStructLayout->mapVarToLayout)
{
- auto &varLayout = globalStructLayout->fields[varId];
- if (varLayout->typeLayout->FindResourceInfo(LayoutResourceKind::GenericResource))
- {
- RefPtr<Type> newType = varLayout->typeLayout->type->Substitute(typeSubst).As<Type>();
- RefPtr<TypeLayout> newTypeLayout = CreateTypeLayout(
- layoutContext.with(constantBufferRules),
- newType);
- auto layoutInfo = newTypeLayout->FindResourceInfo(LayoutResourceKind::Uniform);
- LayoutSize uniformSize = layoutInfo ? layoutInfo->count : 0;
- if (uniformSize != 0)
- {
- if (globalCBufferInfo.kind == LayoutResourceKind::None)
- {
- // user defined a uniform via a global generic type argument
- // but we have not reserved a binding for the global uniform buffer
- UInt space = 0;
- auto usedRangeSet = findUsedRangeSetForSpace(&context, space);
- globalCBufferInfo.kind = LayoutResourceKind::ConstantBuffer;
- globalCBufferInfo.index =
- usedRangeSet->usedResourceRanges[
- (int)LayoutResourceKind::ConstantBuffer].Allocate(nullptr, 1);
- globalCBufferInfo.space = space;
- }
- }
- RefPtr<VarLayout> newVarLayout = new VarLayout();
- RefPtr<ParameterInfo> paramInfo = new ParameterInfo();
- newVarLayout->varDecl = varLayout->varDecl;
- newVarLayout->stage = varLayout->stage;
- newVarLayout->typeLayout = newTypeLayout;
- paramInfo->varLayouts.Add(newVarLayout);
- completeBindingsForParameter(&context, paramInfo);
- // update uniform layout
-
- if (uniformSize != 0)
- {
- // Make sure uniform fields get laid out properly...
- UniformLayoutInfo fieldInfo(
- uniformSize,
- newTypeLayout->uniformAlignment);
- LayoutSize uniformOffset = layoutContext.getRulesFamily()->getConstantBufferRules()->AddStructField(
- &structLayoutInfo,
- fieldInfo);
- newVarLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue();
- anyUniforms = true;
-
- diagnoseGlobalUniform(&sharedContext, varLayout->varDecl);
- }
- structLayout->fields[varId] = newVarLayout;
- varLayoutMapping[varLayout] = newVarLayout;
- }
+ RefPtr<VarLayout> varLayout = entry.Value;
+ mapOldLayoutToNew.TryGetValue(varLayout, varLayout);
+ newGlobalStructLayout->mapVarToLayout[entry.Key] = varLayout;
}
- for (auto mapping : globalStructLayout->mapVarToLayout)
+
+ // Just as for the initial computation of layout, we will complete
+ // binding for entry-point parameters *after* we have laid out
+ // all the global-scope parameters.
+ //
+ // Note that this includes layout of generic-dependent global scope
+ // parameters, so it is possible for entry point uniform parameters
+ // to end up with a different register/binding after generic specialization.
+ // (There really isn't a great way around that)
+ //
+ for( auto entryPoint : sharedContext.programLayout->entryPoints )
{
- RefPtr<VarLayout> updatedVarLayout = mapping.Value;
- varLayoutMapping.TryGetValue(updatedVarLayout, updatedVarLayout);
- structLayout->mapVarToLayout[mapping.Key] = updatedVarLayout;
+ auto entryPointParamsLayout = entryPoint->parametersLayout;
+ completeBindingsForParameter(&context, entryPointParamsLayout);
}
- // If there are global-scope uniforms, then we need to wrap
- // up a global constant buffer type layout to hold them
- RefPtr<VarLayout> globalVarLayout = new VarLayout();
- if (anyUniforms)
+ // As a last step we need to set up the binding/offset information
+ // for the global scope itself.
+ //
+ // We will start by copying whatever information was in the old layout.
+ //
{
- auto globalConstantBufferLayout = createParameterGroupTypeLayout(
- layoutContext,
- nullptr,
- constantBufferRules,
- constantBufferRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer),
- structLayout);
+ auto oldGlobalScopeVarLayout = oldProgramLayout->parametersLayout;
+ for( auto oldResInfo : oldGlobalScopeVarLayout->resourceInfos )
+ {
+ auto newResInfo = newGlobalScopeVarLayout->findOrAddResourceInfo(oldResInfo.kind);
+ newResInfo->space = oldResInfo.space;
+ newResInfo->kind = oldResInfo.kind;
+ }
+ }
- globalScopeLayout = globalConstantBufferLayout;
- auto cbInfo = globalVarLayout->findOrAddResourceInfo(LayoutResourceKind::ConstantBuffer);
- *cbInfo = globalCBufferInfo;
+ // If we had to create a constant buffer to house the global-scope
+ // ordinary/uniform data, then we need to make sure to set that
+ // information on the global scope.
+ //
+ if(newGlobalConstantBufferBinding.kind != LayoutResourceKind::None )
+ {
+ auto resInfo = newGlobalScopeVarLayout->findOrAddResourceInfo(newGlobalConstantBufferBinding.kind);
+ resInfo->space = newGlobalConstantBufferBinding.space;
+ resInfo->index = newGlobalConstantBufferBinding.index;
}
- globalVarLayout->typeLayout = globalScopeLayout;
- programLayout->globalScopeLayout = globalVarLayout;
- newProgramLayout->globalScopeLayout = globalVarLayout;
+
+ newProgramLayout->parametersLayout = newGlobalScopeVarLayout;
return newProgramLayout;
}
-}
+
+} // namespace Slang