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-rw-r--r--source/slang/slang-type-layout.cpp3209
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diff --git a/source/slang/slang-type-layout.cpp b/source/slang/slang-type-layout.cpp
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+// slang-type-layout.cpp
+#include "slang-type-layout.h"
+
+#include "slang-syntax.h"
+
+#include <assert.h>
+
+namespace Slang {
+
+size_t RoundToAlignment(size_t offset, size_t alignment)
+{
+ size_t remainder = offset % alignment;
+ if (remainder == 0)
+ return offset;
+ else
+ return offset + (alignment - remainder);
+}
+
+LayoutSize RoundToAlignment(LayoutSize offset, size_t alignment)
+{
+ // An infinite size is assumed to be maximally aligned.
+ if(offset.isInfinite())
+ return LayoutSize::infinite();
+
+ return RoundToAlignment(offset.getFiniteValue(), alignment);
+}
+
+static size_t RoundUpToPowerOfTwo( size_t value )
+{
+ // TODO(tfoley): I know this isn't a fast approach
+ size_t result = 1;
+ while (result < value)
+ result *= 2;
+ return result;
+}
+
+//
+
+struct DefaultLayoutRulesImpl : SimpleLayoutRulesImpl
+{
+ // Get size and alignment for a single value of base type.
+ SimpleLayoutInfo GetScalarLayout(BaseType baseType) override
+ {
+ switch (baseType)
+ {
+ case BaseType::Void: return SimpleLayoutInfo();
+
+ // Note: By convention, a `bool` in a constant buffer is stored as an `int.
+ // This default may eventually change, at which point this logic will need
+ // to be updated.
+ //
+ // TODO: We should probably warn in this case, since storing a `bool` in
+ // a constant buffer seems like a Bad Idea anyway.
+ //
+ case BaseType::Bool: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 4, 4 );
+
+
+ case BaseType::Int8: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 1,1);
+ case BaseType::Int16: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 2,2);
+ case BaseType::Int: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 4,4);
+ case BaseType::Int64: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 8,8);
+
+ case BaseType::UInt8: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 1,1);
+ case BaseType::UInt16: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 2,2);
+ case BaseType::UInt: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 4,4);
+ case BaseType::UInt64: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 8,8);
+
+ case BaseType::Half: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 2,2);
+ case BaseType::Float: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 4,4);
+ case BaseType::Double: return SimpleLayoutInfo( LayoutResourceKind::Uniform, 8,8);
+
+ default:
+ SLANG_UNEXPECTED("uhandled scalar type");
+ UNREACHABLE_RETURN(SimpleLayoutInfo( LayoutResourceKind::Uniform, 0, 1 ));
+ }
+ }
+
+ SimpleArrayLayoutInfo GetArrayLayout( SimpleLayoutInfo elementInfo, LayoutSize elementCount) override
+ {
+ SLANG_RELEASE_ASSERT(elementInfo.size.isFinite());
+ auto elementSize = elementInfo.size.getFiniteValue();
+ auto elementAlignment = elementInfo.alignment;
+ auto elementStride = RoundToAlignment(elementSize, elementAlignment);
+
+ // An array with no elements will have zero size.
+ //
+ LayoutSize arraySize = 0;
+ //
+ // Any array with a non-zero number of elements will need
+ // to have space for N elements of size `elementSize`, with
+ // the constraints that there must be `elementStride` bytes
+ // between consecutive elements.
+ //
+ if( elementCount > 0 )
+ {
+ // We can think of this as either allocating (N-1)
+ // chunks of size `elementStride` (for most of the elements)
+ // and then one final chunk of size `elementSize` for
+ // the last element, or equivalently as allocating
+ // N chunks of size `elementStride` and then "giving back"
+ // the final `elementStride - elementSize` bytes.
+ //
+ arraySize = (elementStride * (elementCount-1)) + elementSize;
+ }
+
+ SimpleArrayLayoutInfo arrayInfo;
+ arrayInfo.kind = elementInfo.kind;
+ arrayInfo.size = arraySize;
+ arrayInfo.alignment = elementAlignment;
+ arrayInfo.elementStride = elementStride;
+ return arrayInfo;
+ }
+
+ SimpleLayoutInfo GetVectorLayout(SimpleLayoutInfo elementInfo, size_t elementCount) override
+ {
+ SimpleLayoutInfo vectorInfo;
+ vectorInfo.kind = elementInfo.kind;
+ vectorInfo.size = elementInfo.size * elementCount;
+ vectorInfo.alignment = elementInfo.alignment;
+ return vectorInfo;
+ }
+
+ SimpleArrayLayoutInfo GetMatrixLayout(SimpleLayoutInfo elementInfo, size_t rowCount, size_t columnCount) override
+ {
+ // The default behavior here is to lay out a matrix
+ // as an array of row vectors (that is row-major).
+ //
+ // In practice, the code that calls `GetMatrixLayout` will
+ // potentially transpose the row/column counts in order
+ // to get layouts with a different convention.
+ //
+ return GetArrayLayout(
+ GetVectorLayout(elementInfo, columnCount),
+ rowCount);
+ }
+
+ UniformLayoutInfo BeginStructLayout() override
+ {
+ UniformLayoutInfo structInfo(0, 1);
+ return structInfo;
+ }
+
+ LayoutSize AddStructField(UniformLayoutInfo* ioStructInfo, UniformLayoutInfo fieldInfo) override
+ {
+ // Skip zero-size fields
+ if(fieldInfo.size == 0)
+ return ioStructInfo->size;
+
+ // A struct type must be at least as aligned as its most-aligned field.
+ ioStructInfo->alignment = std::max(ioStructInfo->alignment, fieldInfo.alignment);
+
+ // The new field will be added to the end of the struct.
+ auto fieldBaseOffset = ioStructInfo->size;
+
+ // We need to ensure that the offset for the field will respect its alignment
+ auto fieldOffset = RoundToAlignment(fieldBaseOffset, fieldInfo.alignment);
+
+ // The size of the struct must be adjusted to cover the bytes consumed
+ // by this field.
+ ioStructInfo->size = fieldOffset + fieldInfo.size;
+
+ return fieldOffset;
+ }
+
+
+ void EndStructLayout(UniformLayoutInfo* ioStructInfo) override
+ {
+ SLANG_UNUSED(ioStructInfo);
+
+ // Note: A traditional C layout algorithm would adjust the size
+ // of a struct type so that it is a multiple of the alignment.
+ // This is a parsimonious design choice because it means that
+ // `sizeof(T)` can both be used when copying/allocating a single
+ // value of type `T` or an array of N values, without having to
+ // consider more details.
+ //
+ // Of course the choice also has down-sides in that wrapping things
+ // into a `struct` can affect layout in ways that waste space. E.g.,
+ // the following two cases don't lay out the same:
+ //
+ // struct S0 { double d; float f; float g; };
+ //
+ // struct X { double d; float f; }
+ // struct S1 { X x; float g; }
+ //
+ // Even though `S0::g` and `S1::g` have the same amount of useful
+ // data in front of them, they will not land at the same offset,
+ // and the resulting struct sizes will differ (`sizeof(S0)` will be
+ // 16 while `sizeof(S1)` will be 24).
+ //
+ // Slang doesn't get to be opinionated about this stuff because
+ // there is already precedent in both HLSL and GLSL for types
+ // that have a size that is not rounded up to their alignment.
+ //
+ // Our default layout rules won't implement the C-like policy,
+ // and instead it will be injected in the concrete implementations
+ // that require it.
+ }
+};
+
+ /// Common behavior for GLSL-family layout.
+struct GLSLBaseLayoutRulesImpl : DefaultLayoutRulesImpl
+{
+ typedef DefaultLayoutRulesImpl Super;
+
+ SimpleLayoutInfo GetVectorLayout(SimpleLayoutInfo elementInfo, size_t elementCount) override
+ {
+ // The `std140` and `std430` rules require vectors to be aligned to the next power of
+ // two up from their size (so a `float2` is 8-byte aligned, and a `float3` is
+ // 16-byte aligned).
+ //
+ // Note that in this case we have a type layout where the size is *not* a multiple
+ // of the alignment, so it should be possible to pack a scalar after a `float3`.
+ //
+ SLANG_RELEASE_ASSERT(elementInfo.kind == LayoutResourceKind::Uniform);
+ SLANG_RELEASE_ASSERT(elementInfo.size.isFinite());
+
+ auto size = elementInfo.size.getFiniteValue() * elementCount;
+ SimpleLayoutInfo vectorInfo(
+ LayoutResourceKind::Uniform,
+ size,
+ RoundUpToPowerOfTwo(size));
+ return vectorInfo;
+ }
+
+ SimpleArrayLayoutInfo GetArrayLayout( SimpleLayoutInfo elementInfo, LayoutSize elementCount) override
+ {
+ // The size of an array must be rounded up to be a multiple of its alignment.
+ //
+ auto info = Super::GetArrayLayout(elementInfo, elementCount);
+ info.size = RoundToAlignment(info.size, info.alignment);
+ return info;
+ }
+
+ void EndStructLayout(UniformLayoutInfo* ioStructInfo) override
+ {
+ // The size of a `struct` must be rounded up to be a multiple of its alignment.
+ //
+ ioStructInfo->size = RoundToAlignment(ioStructInfo->size, ioStructInfo->alignment);
+ }
+};
+
+ /// The GLSL `std430` layout rules.
+struct Std430LayoutRulesImpl : GLSLBaseLayoutRulesImpl
+{
+ // These rules don't actually need any differences from our
+ // base/common GLSL layout rules.
+};
+
+ /// The GLSL `std430` layout rules.
+struct Std140LayoutRulesImpl : GLSLBaseLayoutRulesImpl
+{
+ typedef GLSLBaseLayoutRulesImpl Super;
+
+ SimpleArrayLayoutInfo GetArrayLayout(SimpleLayoutInfo elementInfo, LayoutSize elementCount) override
+ {
+ // The `std140` rules require that array elements
+ // be aligned on 16-byte boundaries.
+ //
+ if(elementInfo.kind == LayoutResourceKind::Uniform)
+ {
+ if (elementInfo.alignment < 16)
+ elementInfo.alignment = 16;
+ }
+ return Super::GetArrayLayout(elementInfo, elementCount);
+ }
+
+ UniformLayoutInfo BeginStructLayout() override
+ {
+ // The `std140` rules require that a `struct` type
+ // be at least 16-byte aligned.
+ //
+ return UniformLayoutInfo(0, 16);
+ }
+};
+
+struct HLSLConstantBufferLayoutRulesImpl : DefaultLayoutRulesImpl
+{
+ typedef DefaultLayoutRulesImpl Super;
+
+ // Similar to GLSL `std140` rules, an HLSL constant buffer requires that
+ // `struct` and array types have 16-byte alignement.
+ //
+ // Unlike GLSL `std140`, the overall size of an array or `struct` type
+ // is *not* rounded up to the alignment, so it is possible for later
+ // fields to sneak into the "tail space" left behind by a preceding
+ // structure or array. E.g., in this example:
+ //
+ // struct S { float3 a[2]; float b; };
+ //
+ // The stride of the array `a` is 16 bytes per element, but the size
+ // of `a` will only be 28 bytes (not 32), so that `b` can fit into
+ // the space after the last array element and the overall structure
+ // will have a size of 32 bytes.
+
+ SimpleArrayLayoutInfo GetArrayLayout(SimpleLayoutInfo elementInfo, LayoutSize elementCount) override
+ {
+ if(elementInfo.kind == LayoutResourceKind::Uniform)
+ {
+ if (elementInfo.alignment < 16)
+ elementInfo.alignment = 16;
+ }
+ return Super::GetArrayLayout(elementInfo, elementCount);
+ }
+
+ UniformLayoutInfo BeginStructLayout() override
+ {
+ return UniformLayoutInfo(0, 16);
+ }
+
+ // HLSL layout rules do *not* impose additional alignment
+ // constraints on vectors (e.g., all of `float`, `float2`,
+ // `float3`, and `float4` have 4-byte alignment), but instead
+ // they impose a rule that any `struct` field must not
+ // "straddle" a 16-byte boundary.
+ //
+ // This has the effect of making it *look* like `float4`
+ // values have 16-byte alignment in practice, but the
+ // effects on `float2` and `float3` are more nuanched and
+ // lead to different result than the GLSL rules.
+ //
+ LayoutSize AddStructField(UniformLayoutInfo* ioStructInfo, UniformLayoutInfo fieldInfo) override
+ {
+ // Skip zero-size fields
+ if(fieldInfo.size == 0)
+ return ioStructInfo->size;
+
+ ioStructInfo->alignment = std::max(ioStructInfo->alignment, fieldInfo.alignment);
+ ioStructInfo->size = RoundToAlignment(ioStructInfo->size, fieldInfo.alignment);
+
+ LayoutSize fieldOffset = ioStructInfo->size;
+ LayoutSize fieldSize = fieldInfo.size;
+
+ // Would this field cross a 16-byte boundary?
+ auto registerSize = 16;
+ auto startRegister = fieldOffset / registerSize;
+ auto endRegister = (fieldOffset + fieldSize - 1) / registerSize;
+ if (startRegister != endRegister)
+ {
+ ioStructInfo->size = RoundToAlignment(ioStructInfo->size, size_t(registerSize));
+ fieldOffset = ioStructInfo->size;
+ }
+
+ ioStructInfo->size += fieldInfo.size;
+ return fieldOffset;
+ }
+};
+
+struct HLSLStructuredBufferLayoutRulesImpl : DefaultLayoutRulesImpl
+{
+ // HLSL structured buffers drop the restrictions added for constant buffers,
+ // but retain the rules around not adjusting the size of an array or
+ // structure to its alignment. In this way they should match our
+ // default layout rules.
+};
+
+struct DefaultVaryingLayoutRulesImpl : DefaultLayoutRulesImpl
+{
+ LayoutResourceKind kind;
+
+ DefaultVaryingLayoutRulesImpl(LayoutResourceKind kind)
+ : kind(kind)
+ {}
+
+
+ // hook to allow differentiating for input/output
+ virtual LayoutResourceKind getKind()
+ {
+ return kind;
+ }
+
+ SimpleLayoutInfo GetScalarLayout(BaseType) override
+ {
+ // Assume that all scalars take up one "slot"
+ return SimpleLayoutInfo(
+ getKind(),
+ 1);
+ }
+
+ SimpleLayoutInfo GetVectorLayout(SimpleLayoutInfo, size_t) override
+ {
+ // Vectors take up one slot by default
+ //
+ // TODO: some platforms may decide that vectors of `double` need
+ // special handling
+ return SimpleLayoutInfo(
+ getKind(),
+ 1);
+ }
+};
+
+struct GLSLVaryingLayoutRulesImpl : DefaultVaryingLayoutRulesImpl
+{
+ GLSLVaryingLayoutRulesImpl(LayoutResourceKind kind)
+ : DefaultVaryingLayoutRulesImpl(kind)
+ {}
+};
+
+struct HLSLVaryingLayoutRulesImpl : DefaultVaryingLayoutRulesImpl
+{
+ HLSLVaryingLayoutRulesImpl(LayoutResourceKind kind)
+ : DefaultVaryingLayoutRulesImpl(kind)
+ {}
+};
+
+//
+
+struct GLSLSpecializationConstantLayoutRulesImpl : DefaultLayoutRulesImpl
+{
+ LayoutResourceKind getKind()
+ {
+ return LayoutResourceKind::SpecializationConstant;
+ }
+
+ SimpleLayoutInfo GetScalarLayout(BaseType) override
+ {
+ // Assume that all scalars take up one "slot"
+ return SimpleLayoutInfo(
+ getKind(),
+ 1);
+ }
+
+ SimpleLayoutInfo GetVectorLayout(SimpleLayoutInfo, size_t elementCount) override
+ {
+ // GLSL doesn't support vectors of specialization constants,
+ // but we will assume that, if supported, they would use one slot per element.
+ return SimpleLayoutInfo(
+ getKind(),
+ elementCount);
+ }
+};
+
+GLSLSpecializationConstantLayoutRulesImpl kGLSLSpecializationConstantLayoutRulesImpl;
+
+//
+
+struct GLSLObjectLayoutRulesImpl : ObjectLayoutRulesImpl
+{
+ virtual SimpleLayoutInfo GetObjectLayout(ShaderParameterKind) override
+ {
+ // In Vulkan GLSL, pretty much every object is just a descriptor-table slot.
+ // We can refine this method once we support a case where this isn't true.
+ return SimpleLayoutInfo(LayoutResourceKind::DescriptorTableSlot, 1);
+ }
+};
+GLSLObjectLayoutRulesImpl kGLSLObjectLayoutRulesImpl;
+
+struct GLSLPushConstantBufferObjectLayoutRulesImpl : GLSLObjectLayoutRulesImpl
+{
+ virtual SimpleLayoutInfo GetObjectLayout(ShaderParameterKind /*kind*/) override
+ {
+ // Special-case the layout for a constant-buffer, because we don't
+ // want it to allocate a descriptor-table slot
+ return SimpleLayoutInfo(LayoutResourceKind::PushConstantBuffer, 1);
+ }
+};
+GLSLPushConstantBufferObjectLayoutRulesImpl kGLSLPushConstantBufferObjectLayoutRulesImpl_;
+
+struct GLSLShaderRecordConstantBufferObjectLayoutRulesImpl : GLSLObjectLayoutRulesImpl
+{
+ virtual SimpleLayoutInfo GetObjectLayout(ShaderParameterKind /*kind*/) override
+ {
+ // Special-case the layout for a constant-buffer, because we don't
+ // want it to allocate a descriptor-table slot
+ return SimpleLayoutInfo(LayoutResourceKind::ShaderRecord, 1);
+ }
+};
+GLSLShaderRecordConstantBufferObjectLayoutRulesImpl kGLSLShaderRecordConstantBufferObjectLayoutRulesImpl_;
+
+struct HLSLObjectLayoutRulesImpl : ObjectLayoutRulesImpl
+{
+ virtual SimpleLayoutInfo GetObjectLayout(ShaderParameterKind kind) override
+ {
+ switch( kind )
+ {
+ case ShaderParameterKind::ConstantBuffer:
+ return SimpleLayoutInfo(LayoutResourceKind::ConstantBuffer, 1);
+
+ case ShaderParameterKind::TextureUniformBuffer:
+ case ShaderParameterKind::StructuredBuffer:
+ case ShaderParameterKind::RawBuffer:
+ case ShaderParameterKind::Buffer:
+ case ShaderParameterKind::Texture:
+ return SimpleLayoutInfo(LayoutResourceKind::ShaderResource, 1);
+
+ case ShaderParameterKind::MutableStructuredBuffer:
+ case ShaderParameterKind::MutableRawBuffer:
+ case ShaderParameterKind::MutableBuffer:
+ case ShaderParameterKind::MutableTexture:
+ return SimpleLayoutInfo(LayoutResourceKind::UnorderedAccess, 1);
+
+ case ShaderParameterKind::SamplerState:
+ return SimpleLayoutInfo(LayoutResourceKind::SamplerState, 1);
+
+ case ShaderParameterKind::TextureSampler:
+ case ShaderParameterKind::MutableTextureSampler:
+ case ShaderParameterKind::InputRenderTarget:
+ // TODO: how to handle these?
+ default:
+ SLANG_UNEXPECTED("unhandled shader parameter kind");
+ UNREACHABLE_RETURN(SimpleLayoutInfo());
+ }
+ }
+};
+HLSLObjectLayoutRulesImpl kHLSLObjectLayoutRulesImpl;
+
+// HACK: Treating ray-tracing input/output as if it was another
+// case of varying input/output when it really needs to be
+// based on byte storage/layout.
+//
+struct GLSLRayTracingLayoutRulesImpl : DefaultVaryingLayoutRulesImpl
+{
+ GLSLRayTracingLayoutRulesImpl(LayoutResourceKind kind)
+ : DefaultVaryingLayoutRulesImpl(kind)
+ {}
+};
+struct HLSLRayTracingLayoutRulesImpl : DefaultVaryingLayoutRulesImpl
+{
+ HLSLRayTracingLayoutRulesImpl(LayoutResourceKind kind)
+ : DefaultVaryingLayoutRulesImpl(kind)
+ {}
+};
+
+Std140LayoutRulesImpl kStd140LayoutRulesImpl;
+Std430LayoutRulesImpl kStd430LayoutRulesImpl;
+HLSLConstantBufferLayoutRulesImpl kHLSLConstantBufferLayoutRulesImpl;
+HLSLStructuredBufferLayoutRulesImpl kHLSLStructuredBufferLayoutRulesImpl;
+
+GLSLVaryingLayoutRulesImpl kGLSLVaryingInputLayoutRulesImpl(LayoutResourceKind::VertexInput);
+GLSLVaryingLayoutRulesImpl kGLSLVaryingOutputLayoutRulesImpl(LayoutResourceKind::FragmentOutput);
+
+GLSLRayTracingLayoutRulesImpl kGLSLRayPayloadParameterLayoutRulesImpl(LayoutResourceKind::RayPayload);
+GLSLRayTracingLayoutRulesImpl kGLSLCallablePayloadParameterLayoutRulesImpl(LayoutResourceKind::CallablePayload);
+GLSLRayTracingLayoutRulesImpl kGLSLHitAttributesParameterLayoutRulesImpl(LayoutResourceKind::HitAttributes);
+
+HLSLVaryingLayoutRulesImpl kHLSLVaryingInputLayoutRulesImpl(LayoutResourceKind::VertexInput);
+HLSLVaryingLayoutRulesImpl kHLSLVaryingOutputLayoutRulesImpl(LayoutResourceKind::FragmentOutput);
+
+HLSLRayTracingLayoutRulesImpl kHLSLRayPayloadParameterLayoutRulesImpl(LayoutResourceKind::RayPayload);
+HLSLRayTracingLayoutRulesImpl kHLSLCallablePayloadParameterLayoutRulesImpl(LayoutResourceKind::CallablePayload);
+HLSLRayTracingLayoutRulesImpl kHLSLHitAttributesParameterLayoutRulesImpl(LayoutResourceKind::HitAttributes);
+
+//
+
+struct GLSLLayoutRulesFamilyImpl : LayoutRulesFamilyImpl
+{
+ virtual LayoutRulesImpl* getConstantBufferRules() override;
+ virtual LayoutRulesImpl* getPushConstantBufferRules() override;
+ virtual LayoutRulesImpl* getTextureBufferRules() override;
+ virtual LayoutRulesImpl* getVaryingInputRules() override;
+ virtual LayoutRulesImpl* getVaryingOutputRules() override;
+ virtual LayoutRulesImpl* getSpecializationConstantRules() override;
+ virtual LayoutRulesImpl* getShaderStorageBufferRules() override;
+ virtual LayoutRulesImpl* getParameterBlockRules() override;
+
+ LayoutRulesImpl* getRayPayloadParameterRules() override;
+ LayoutRulesImpl* getCallablePayloadParameterRules() override;
+ LayoutRulesImpl* getHitAttributesParameterRules() override;
+
+ LayoutRulesImpl* getShaderRecordConstantBufferRules() override;
+};
+
+struct HLSLLayoutRulesFamilyImpl : LayoutRulesFamilyImpl
+{
+ virtual LayoutRulesImpl* getConstantBufferRules() override;
+ virtual LayoutRulesImpl* getPushConstantBufferRules() override;
+ virtual LayoutRulesImpl* getTextureBufferRules() override;
+ virtual LayoutRulesImpl* getVaryingInputRules() override;
+ virtual LayoutRulesImpl* getVaryingOutputRules() override;
+ virtual LayoutRulesImpl* getSpecializationConstantRules() override;
+ virtual LayoutRulesImpl* getShaderStorageBufferRules() override;
+ virtual LayoutRulesImpl* getParameterBlockRules() override;
+
+ LayoutRulesImpl* getRayPayloadParameterRules() override;
+ LayoutRulesImpl* getCallablePayloadParameterRules() override;
+ LayoutRulesImpl* getHitAttributesParameterRules() override;
+
+ LayoutRulesImpl* getShaderRecordConstantBufferRules() override;
+};
+
+GLSLLayoutRulesFamilyImpl kGLSLLayoutRulesFamilyImpl;
+HLSLLayoutRulesFamilyImpl kHLSLLayoutRulesFamilyImpl;
+
+
+// GLSL cases
+
+LayoutRulesImpl kStd140LayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kStd140LayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kStd430LayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kStd430LayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLPushConstantLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kStd430LayoutRulesImpl, &kGLSLPushConstantBufferObjectLayoutRulesImpl_,
+};
+
+LayoutRulesImpl kGLSLShaderRecordLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kStd430LayoutRulesImpl, &kGLSLShaderRecordConstantBufferObjectLayoutRulesImpl_,
+};
+
+LayoutRulesImpl kGLSLVaryingInputLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLVaryingInputLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLVaryingOutputLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLVaryingOutputLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLSpecializationConstantLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLSpecializationConstantLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLRayPayloadParameterLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLRayPayloadParameterLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLCallablePayloadParameterLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLCallablePayloadParameterLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kGLSLHitAttributesParameterLayoutRulesImpl_ = {
+ &kGLSLLayoutRulesFamilyImpl, &kGLSLHitAttributesParameterLayoutRulesImpl, &kGLSLObjectLayoutRulesImpl,
+};
+
+// HLSL cases
+
+LayoutRulesImpl kHLSLConstantBufferLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLConstantBufferLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLStructuredBufferLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLStructuredBufferLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLVaryingInputLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLVaryingInputLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLVaryingOutputLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLVaryingOutputLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLRayPayloadParameterLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLRayPayloadParameterLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLCallablePayloadParameterLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLCallablePayloadParameterLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+LayoutRulesImpl kHLSLHitAttributesParameterLayoutRulesImpl_ = {
+ &kHLSLLayoutRulesFamilyImpl, &kHLSLHitAttributesParameterLayoutRulesImpl, &kHLSLObjectLayoutRulesImpl,
+};
+
+//
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getConstantBufferRules()
+{
+ return &kStd140LayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getParameterBlockRules()
+{
+ // TODO: actually pick something appropriate
+ return &kStd140LayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getPushConstantBufferRules()
+{
+ return &kGLSLPushConstantLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getShaderRecordConstantBufferRules()
+{
+ return &kGLSLShaderRecordLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getTextureBufferRules()
+{
+ return nullptr;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getVaryingInputRules()
+{
+ return &kGLSLVaryingInputLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getVaryingOutputRules()
+{
+ return &kGLSLVaryingOutputLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getSpecializationConstantRules()
+{
+ return &kGLSLSpecializationConstantLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getShaderStorageBufferRules()
+{
+ return &kStd430LayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getRayPayloadParameterRules()
+{
+ return &kGLSLRayPayloadParameterLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getCallablePayloadParameterRules()
+{
+ return &kGLSLCallablePayloadParameterLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* GLSLLayoutRulesFamilyImpl::getHitAttributesParameterRules()
+{
+ return &kGLSLHitAttributesParameterLayoutRulesImpl_;
+}
+
+//
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getConstantBufferRules()
+{
+ return &kHLSLConstantBufferLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getParameterBlockRules()
+{
+ // TODO: actually pick something appropriate...
+ return &kHLSLConstantBufferLayoutRulesImpl_;
+}
+
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getPushConstantBufferRules()
+{
+ return &kHLSLConstantBufferLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getShaderRecordConstantBufferRules()
+{
+ return &kHLSLConstantBufferLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getTextureBufferRules()
+{
+ return nullptr;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getVaryingInputRules()
+{
+ return &kHLSLVaryingInputLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getVaryingOutputRules()
+{
+ return &kHLSLVaryingOutputLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getSpecializationConstantRules()
+{
+ return nullptr;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getShaderStorageBufferRules()
+{
+ return nullptr;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getRayPayloadParameterRules()
+{
+ return &kHLSLRayPayloadParameterLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getCallablePayloadParameterRules()
+{
+ return &kHLSLCallablePayloadParameterLayoutRulesImpl_;
+}
+
+LayoutRulesImpl* HLSLLayoutRulesFamilyImpl::getHitAttributesParameterRules()
+{
+ return &kHLSLHitAttributesParameterLayoutRulesImpl_;
+}
+
+
+
+//
+
+LayoutRulesImpl* GetLayoutRulesImpl(LayoutRule rule)
+{
+ switch (rule)
+ {
+ case LayoutRule::Std140: return &kStd140LayoutRulesImpl_;
+ case LayoutRule::Std430: return &kStd430LayoutRulesImpl_;
+ case LayoutRule::HLSLConstantBuffer: return &kHLSLConstantBufferLayoutRulesImpl_;
+ case LayoutRule::HLSLStructuredBuffer: return &kHLSLStructuredBufferLayoutRulesImpl_;
+ default:
+ return nullptr;
+ }
+}
+
+LayoutRulesFamilyImpl* getDefaultLayoutRulesFamilyForTarget(TargetRequest* targetReq)
+{
+ switch (targetReq->getTarget())
+ {
+ case CodeGenTarget::HLSL:
+ case CodeGenTarget::DXBytecode:
+ case CodeGenTarget::DXBytecodeAssembly:
+ case CodeGenTarget::DXIL:
+ case CodeGenTarget::DXILAssembly:
+ return &kHLSLLayoutRulesFamilyImpl;
+
+ case CodeGenTarget::GLSL:
+ case CodeGenTarget::SPIRV:
+ case CodeGenTarget::SPIRVAssembly:
+ return &kGLSLLayoutRulesFamilyImpl;
+
+
+ case CodeGenTarget::CPPSource:
+ case CodeGenTarget::CSource:
+ {
+ // We just need to decide here what style of layout is appropriate, in terms of memory
+ // and binding. That in terms of the actual binding that will be injected into functions
+ // in the form of a BindContext. For now we'll go with HLSL layout -
+ // that we may want to rethink that with the use of arrays and binding VK style binding might be
+ // more appropriate in some ways.
+
+ return &kHLSLLayoutRulesFamilyImpl;
+ }
+
+ default:
+ return nullptr;
+ }
+}
+
+TypeLayoutContext getInitialLayoutContextForTarget(TargetRequest* targetReq, ProgramLayout* programLayout)
+{
+ LayoutRulesFamilyImpl* rulesFamily = getDefaultLayoutRulesFamilyForTarget(targetReq);
+
+ TypeLayoutContext context;
+ context.targetReq = targetReq;
+ context.programLayout = programLayout;
+ context.rules = nullptr;
+ context.matrixLayoutMode = targetReq->getDefaultMatrixLayoutMode();
+
+ if( rulesFamily )
+ {
+ context.rules = rulesFamily->getConstantBufferRules();
+ }
+
+ return context;
+}
+
+
+static LayoutSize GetElementCount(RefPtr<IntVal> val)
+{
+ // Lack of a size indicates an unbounded array.
+ if(!val)
+ return LayoutSize::infinite();
+
+ if (auto constantVal = as<ConstantIntVal>(val))
+ {
+ return LayoutSize(LayoutSize::RawValue(constantVal->value));
+ }
+ else if( auto varRefVal = as<GenericParamIntVal>(val) )
+ {
+ // TODO: We want to treat the case where the number of
+ // elements in an array depends on a generic parameter
+ // much like the case where the number of elements is
+ // unbounded, *but* we can't just blindly do that because
+ // an API might disallow unbounded arrays in various
+ // cases where a generic bound might work (because
+ // any concrete specialization will have a finite bound...)
+ //
+ return 0;
+ }
+ SLANG_UNEXPECTED("unhandled integer literal kind");
+ UNREACHABLE_RETURN(LayoutSize(0));
+}
+
+bool IsResourceKind(LayoutResourceKind kind)
+{
+ switch (kind)
+ {
+ case LayoutResourceKind::None:
+ case LayoutResourceKind::Uniform:
+ return false;
+
+ default:
+ return true;
+ }
+
+}
+
+ /// Create a type layout for a type that has simple layout needs.
+ ///
+ /// This handles any type that can express its layout in `SimpleLayoutInfo`,
+ /// and that only needs a `TypeLayout` and not a refined subclass.
+ ///
+static TypeLayoutResult createSimpleTypeLayout(
+ SimpleLayoutInfo info,
+ RefPtr<Type> type,
+ LayoutRulesImpl* rules)
+{
+ RefPtr<TypeLayout> typeLayout = new TypeLayout();
+
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+
+ typeLayout->uniformAlignment = info.alignment;
+
+ typeLayout->addResourceUsage(info.kind, info.size);
+
+ return TypeLayoutResult(typeLayout, info);
+}
+
+static SimpleLayoutInfo getParameterGroupLayoutInfo(
+ RefPtr<ParameterGroupType> type,
+ LayoutRulesImpl* rules)
+{
+ if( as<ConstantBufferType>(type) )
+ {
+ return rules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
+ }
+ else if( as<TextureBufferType>(type) )
+ {
+ return rules->GetObjectLayout(ShaderParameterKind::TextureUniformBuffer);
+ }
+ else if( as<GLSLShaderStorageBufferType>(type) )
+ {
+ return rules->GetObjectLayout(ShaderParameterKind::ShaderStorageBuffer);
+ }
+ else if (as<ParameterBlockType>(type))
+ {
+ // Note: we default to consuming zero register spces here, because
+ // a parameter block might not contain anything (or all it contains
+ // is other blocks), and so it won't get a space allocated.
+ //
+ // This choice *also* means that in the case where we don't actually
+ // want to allocate register spaces to blocks at all, we haven't
+ // committed to that choice here.
+ //
+ // TODO: wouldn't it be any different to just allocate this
+ // as an empty `SimpleLayoutInfo` of any other kind?
+ return SimpleLayoutInfo(LayoutResourceKind::RegisterSpace, 0);
+ }
+
+ // TODO: the vertex-input and fragment-output cases should
+ // only actually apply when we are at the appropriate stage in
+ // the pipeline...
+ else if( as<GLSLInputParameterGroupType>(type) )
+ {
+ return SimpleLayoutInfo(LayoutResourceKind::VertexInput, 0);
+ }
+ else if( as<GLSLOutputParameterGroupType>(type) )
+ {
+ return SimpleLayoutInfo(LayoutResourceKind::FragmentOutput, 0);
+ }
+ else
+ {
+ SLANG_UNEXPECTED("unhandled parameter block type");
+ UNREACHABLE_RETURN(SimpleLayoutInfo());
+ }
+}
+
+static bool isOpenGLTarget(TargetRequest*)
+{
+ // We aren't officially supporting OpenGL right now
+ return false;
+}
+
+bool isD3DTarget(TargetRequest* targetReq)
+{
+ switch( targetReq->getTarget() )
+ {
+ case CodeGenTarget::HLSL:
+ case CodeGenTarget::DXBytecode:
+ case CodeGenTarget::DXBytecodeAssembly:
+ case CodeGenTarget::DXIL:
+ case CodeGenTarget::DXILAssembly:
+ return true;
+
+ default:
+ return false;
+ }
+}
+
+bool isKhronosTarget(TargetRequest* targetReq)
+{
+ switch( targetReq->getTarget() )
+ {
+ default:
+ return false;
+
+ case CodeGenTarget::GLSL:
+ case CodeGenTarget::SPIRV:
+ case CodeGenTarget::SPIRVAssembly:
+ return true;
+ }
+}
+
+static bool isD3D11Target(TargetRequest*)
+{
+ // We aren't officially supporting D3D11 right now
+ return false;
+}
+
+static bool isD3D12Target(TargetRequest* targetReq)
+{
+ // We are currently only officially supporting D3D12
+ return isD3DTarget(targetReq);
+}
+
+
+static bool isSM5OrEarlier(TargetRequest* targetReq)
+{
+ if(!isD3DTarget(targetReq))
+ return false;
+
+ auto profile = targetReq->getTargetProfile();
+
+ if(profile.getFamily() == ProfileFamily::DX)
+ {
+ if(profile.GetVersion() <= ProfileVersion::DX_5_0)
+ return true;
+ }
+
+ return false;
+}
+
+static bool isSM5_1OrLater(TargetRequest* targetReq)
+{
+ if(!isD3DTarget(targetReq))
+ return false;
+
+ auto profile = targetReq->getTargetProfile();
+
+ if(profile.getFamily() == ProfileFamily::DX)
+ {
+ if(profile.GetVersion() >= ProfileVersion::DX_5_1)
+ return true;
+ }
+
+ return false;
+}
+
+static bool isVulkanTarget(TargetRequest* targetReq)
+{
+ // For right now, any Khronos-related target is assumed
+ // to be a Vulkan target.
+ return isKhronosTarget(targetReq);
+}
+
+static bool shouldAllocateRegisterSpaceForParameterBlock(
+ TypeLayoutContext const& context)
+{
+ auto targetReq = context.targetReq;
+
+ // We *never* want to use register spaces/sets under
+ // OpenGL, D3D11, or for Shader Model 5.0 or earlier.
+ if(isOpenGLTarget(targetReq) || isD3D11Target(targetReq) || isSM5OrEarlier(targetReq))
+ return false;
+
+ // If we know that we are targetting Vulkan, then
+ // the only way to effectively use parameter blocks
+ // is by using descriptor sets.
+ if(isVulkanTarget(targetReq))
+ return true;
+
+ // If none of the above passed, then it seems like we
+ // are generating code for D3D12, and using SM5.1 or later.
+ // We will use a register space for parameter blocks *if*
+ // the target options tell us to:
+ if( isD3D12Target(targetReq) && isSM5_1OrLater(targetReq) )
+ {
+ return true;
+ }
+
+ return false;
+}
+
+// Given an existing type layout `oldTypeLayout`, apply offsets
+// to any contained fields based on the resource infos in `offsetVarLayout`.
+RefPtr<TypeLayout> applyOffsetToTypeLayout(
+ RefPtr<TypeLayout> oldTypeLayout,
+ RefPtr<VarLayout> offsetVarLayout)
+{
+ // There is no need to apply offsets if the old type and the offset
+ // don't share any resource infos in common.
+ bool anyHit = false;
+ for (auto oldResInfo : oldTypeLayout->resourceInfos)
+ {
+ if (auto offsetResInfo = offsetVarLayout->FindResourceInfo(oldResInfo.kind))
+ {
+ anyHit = true;
+ break;
+ }
+ }
+
+ if (!anyHit)
+ return oldTypeLayout;
+
+ RefPtr<TypeLayout> newTypeLayout;
+ if (auto oldStructTypeLayout = oldTypeLayout.as<StructTypeLayout>())
+ {
+ RefPtr<StructTypeLayout> newStructTypeLayout = new StructTypeLayout();
+ newStructTypeLayout->type = oldStructTypeLayout->type;
+ newStructTypeLayout->uniformAlignment = oldStructTypeLayout->uniformAlignment;
+
+ Dictionary<VarLayout*, VarLayout*> mapOldFieldToNew;
+
+ for (auto oldField : oldStructTypeLayout->fields)
+ {
+ RefPtr<VarLayout> newField = new VarLayout();
+ newField->varDecl = oldField->varDecl;
+ newField->typeLayout = oldField->typeLayout;
+ newField->flags = oldField->flags;
+ newField->semanticIndex = oldField->semanticIndex;
+ newField->semanticName = oldField->semanticName;
+ newField->stage = oldField->stage;
+ newField->systemValueSemantic = oldField->systemValueSemantic;
+ newField->systemValueSemanticIndex = oldField->systemValueSemanticIndex;
+
+
+ for (auto oldResInfo : oldField->resourceInfos)
+ {
+ auto newResInfo = newField->findOrAddResourceInfo(oldResInfo.kind);
+ newResInfo->index = oldResInfo.index;
+ newResInfo->space = oldResInfo.space;
+ if (auto offsetResInfo = offsetVarLayout->FindResourceInfo(oldResInfo.kind))
+ {
+ newResInfo->index += offsetResInfo->index;
+ }
+ }
+
+ newStructTypeLayout->fields.add(newField);
+
+ mapOldFieldToNew.Add(oldField.Ptr(), newField.Ptr());
+ }
+
+ for (auto entry : oldStructTypeLayout->mapVarToLayout)
+ {
+ VarLayout* newFieldLayout = nullptr;
+ if (mapOldFieldToNew.TryGetValue(entry.Value.Ptr(), newFieldLayout))
+ {
+ newStructTypeLayout->mapVarToLayout.Add(entry.Key, newFieldLayout);
+ }
+ }
+
+ newTypeLayout = newStructTypeLayout;
+ }
+ else
+ {
+ // TODO: need to handle other cases here
+ return oldTypeLayout;
+ }
+
+ // No matter what replacement we plug in for the element type, we need to copy
+ // over its resource usage:
+ for (auto oldResInfo : oldTypeLayout->resourceInfos)
+ {
+ auto newResInfo = newTypeLayout->findOrAddResourceInfo(oldResInfo.kind);
+ newResInfo->count = oldResInfo.count;
+ }
+
+ return newTypeLayout;
+}
+
+static bool _usesResourceKind(RefPtr<TypeLayout> typeLayout, LayoutResourceKind kind)
+{
+ auto resInfo = typeLayout->FindResourceInfo(kind);
+ return resInfo && resInfo->count != 0;
+}
+
+static bool _usesOrdinaryData(RefPtr<TypeLayout> typeLayout)
+{
+ return _usesResourceKind(typeLayout, LayoutResourceKind::Uniform);
+}
+
+ /// Add resource usage from `srcTypeLayout` to `dstTypeLayout` unless it would be "masked."
+ ///
+ /// This function is appropriate for applying resource usage from an element type
+ /// to the resource usage of a container like a `ConstantBuffer<X>` or
+ /// `ParameterBlock<X>`.
+ ///
+static void _addUnmaskedResourceUsage(
+ TypeLayout* dstTypeLayout,
+ TypeLayout* srcTypeLayout,
+ bool haveFullRegisterSpaceOrSet)
+{
+ for( auto resInfo : srcTypeLayout->resourceInfos )
+ {
+ switch( resInfo.kind )
+ {
+ case LayoutResourceKind::Uniform:
+ // Ordinary/uniform resource usage will always be masked.
+ break;
+
+ case LayoutResourceKind::RegisterSpace:
+ case LayoutResourceKind::ExistentialTypeParam:
+ // A parameter group will always pay for full registers
+ // spaces consumed by its element type.
+ //
+ // The same is true for existential type parameters,
+ // since these need to be exposed up through the API.
+ //
+ dstTypeLayout->addResourceUsage(resInfo);
+ break;
+
+ default:
+ // For all other resource kinds, a parameter group
+ // will be able to mask them if and only if it
+ // has a full space/set allocated to it.
+ //
+ // Otherwise, the resource usage of the group must
+ // include the resource usage of the element.
+ //
+ if( !haveFullRegisterSpaceOrSet )
+ {
+ dstTypeLayout->addResourceUsage(resInfo);
+ }
+ break;
+ }
+ }
+}
+
+static RefPtr<TypeLayout> _createParameterGroupTypeLayout(
+ TypeLayoutContext const& context,
+ RefPtr<ParameterGroupType> parameterGroupType,
+ RefPtr<TypeLayout> rawElementTypeLayout)
+{
+ // We are being asked to create a layout for a parameter group,
+ // which is curently either a `ParameterBlock<T>` or a `ConstantBuffer<T>`
+ //
+ auto parameterGroupRules = context.rules;
+ RefPtr<ParameterGroupTypeLayout> typeLayout = new ParameterGroupTypeLayout();
+ typeLayout->type = parameterGroupType;
+ typeLayout->rules = parameterGroupRules;
+
+ // Computing the layout is made tricky by several factors.
+ //
+ // A parameter group has to draw a distinction between the element type,
+ // and the resources it consumes, and the "container," which main
+ // consume other resources. The type of resource consumed by
+ // the two can overlap.
+ //
+ // Consider:
+ //
+ // struct MyMaterial { float2 uvScale; Texture2D albedoMap; }
+ // ParameterBlock<MyMaterial> gMaterial;
+ //
+ // In this example, `gMaterial` will need both a constant buffer
+ // binding (to hold the data for `uvScale`) and a texture binding
+ // (for `albedoMap`). On Vulkan, those two things require the *same*
+ // `LayoutResourceKind` (representing a GLSL `binding`). We will
+ // thus track the resource usage of the "container" type and
+ // element type separately, and then combine these to form
+ // the overall layout for the parameter group.
+
+ RefPtr<TypeLayout> containerTypeLayout = new TypeLayout();
+ containerTypeLayout->type = parameterGroupType;
+ containerTypeLayout->rules = parameterGroupRules;
+
+ // Because the container and element types will each be situated
+ // at some offset relative to the initial register/binding for
+ // the group as a whole, we allocate a `VarLayout` for both
+ // the container and the element type, to store that offset
+ // information (think of `TypeLayout`s as holding size information,
+ // while `VarLayout`s hold offset information).
+
+ RefPtr<VarLayout> containerVarLayout = new VarLayout();
+ containerVarLayout->typeLayout = containerTypeLayout;
+ typeLayout->containerVarLayout = containerVarLayout;
+
+ RefPtr<VarLayout> elementVarLayout = new VarLayout();
+ elementVarLayout->typeLayout = rawElementTypeLayout;
+ typeLayout->elementVarLayout = elementVarLayout;
+
+ // It is possible to have a `ConstantBuffer<T>` that doesn't
+ // actually need a constant buffer register/binding allocated to it,
+ // because the type `T` doesn't actually contain any ordinary/uniform
+ // data that needs to go into the constant buffer. For example:
+ //
+ // struct MyMaterial { Texture2D t; SamplerState s; };
+ // ConstantBuffer<MyMaterial> gMaterial;
+ //
+ // In this example, the `gMaterial` parameter doesn't actually need
+ // a constant buffer allocated for it. This isn't something that
+ // comes up often for `ConstantBuffer`, but can happen a lot for
+ // `ParameterBlock`.
+ //
+ // To determine if we actually need a constant-buffer binding,
+ // we will inspect the element type and see if it contains
+ // any ordinary/uniform data.
+ //
+ bool wantConstantBuffer = _usesOrdinaryData(rawElementTypeLayout);
+ if( wantConstantBuffer )
+ {
+ // If there is any ordinary data, then we'll need to
+ // allocate a constant buffer regiser/binding into
+ // the overall layout, to account for it.
+ //
+ auto cbUsage = parameterGroupRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
+ containerTypeLayout->addResourceUsage(cbUsage.kind, cbUsage.size);
+ }
+
+ // Similarly to how we only need a constant buffer to be allocated
+ // if the contents of the group actually had ordinary/uniform data,
+ // we also only want to allocate a `space` or `set` if that is really
+ // required.
+ //
+ //
+ bool canUseSpaceOrSet = false;
+ //
+ // We will only allocate a `space` or `set` if the type is `ParameterBlock<T>`
+ // and not just `ConstantBuffer<T>`.
+ //
+ // Note: `parameterGroupType` is allowed to be null here, if we are allocating
+ // an anonymous constant buffer for global or entry-point parameters, but that
+ // is fine because the case will just return null in that case anyway.
+ //
+ auto parameterBlockType = as<ParameterBlockType>(parameterGroupType);
+ if( parameterBlockType )
+ {
+ // We also can't allocate a `space` or `set` unless the compilation
+ // target actually supports them.
+ //
+ if( shouldAllocateRegisterSpaceForParameterBlock(context) )
+ {
+ canUseSpaceOrSet = true;
+ }
+ }
+
+ // Just knowing that we *can* use a `space` or `set` doesn't tell
+ // us if we would *like* to.
+ //
+ // The basic rule here is that if the element type of the parameter
+ // block contains anything that isn't itself consuming a full
+ // register `space` or `set`, then we'll want an umbrella `space`/`set`
+ // for all such data.
+ //
+ bool wantSpaceOrSet = false;
+ if( canUseSpaceOrSet )
+ {
+ // Note that if we are allocating a constant buffer to hold
+ // some ordinary/uniform data then we definitely want a space/set,
+ // but we don't need to special-case that because the loop
+ // here will also detect the `LayoutResourceKind::Uniform` usage.
+
+ for( auto elementResourceInfo : rawElementTypeLayout->resourceInfos )
+ {
+ if(elementResourceInfo.kind != LayoutResourceKind::RegisterSpace)
+ {
+ wantSpaceOrSet = true;
+ break;
+ }
+ }
+ }
+
+ // If after all that we determine that we want a register space/set,
+ // then we allocate one as part of the overall resource usage for
+ // the parameter group type.
+ //
+ if( wantSpaceOrSet )
+ {
+ containerTypeLayout->addResourceUsage(LayoutResourceKind::RegisterSpace, 1);
+ }
+
+ // Now that we've computed basic resource requirements for the container
+ // part of things (i.e., does it require a constant buffer or not?),
+ // let's go ahead and assign the container variable a relative offset
+ // of zero for each of the kinds of resources that it consumes.
+ //
+ for( auto typeResInfo : containerTypeLayout->resourceInfos )
+ {
+ containerVarLayout->findOrAddResourceInfo(typeResInfo.kind);
+ }
+
+ // Because the container's resource allocation is logically coming
+ // first in the overall group, the element needs to have a layout
+ // such that it comes *after* the container in the relative order.
+ //
+ for( auto elementTypeResInfo : rawElementTypeLayout->resourceInfos )
+ {
+ auto kind = elementTypeResInfo.kind;
+ auto elementVarResInfo = elementVarLayout->findOrAddResourceInfo(kind);
+
+ // If the container part of things is using the same resource kind
+ // as the element type, then the element needs to start at an offset
+ // after the container.
+ //
+ if( auto containerTypeResInfo = containerTypeLayout->FindResourceInfo(kind) )
+ {
+ SLANG_RELEASE_ASSERT(containerTypeResInfo->count.isFinite());
+ elementVarResInfo->index += containerTypeResInfo->count.getFiniteValue();
+ }
+ }
+
+ // The existing Slang reflection API was created before we really
+ // understood the wrinkle that the "container" and elements parts
+ // of a parameter group could collide on some resource kinds,
+ // so the API doesn't currently expose the nice `VarLayout`s we've
+ // just computed.
+ //
+ // Instead, the API allows the user to query the element type layout
+ // for the group, and the user just assumes that the offsetting
+ // is magically applied there. To go back to the earlier example:
+ //
+ // struct MyMaterial { Texture2D t; SamplerState s; };
+ // ConstantBuffer<MyMaterial> gMaterial;
+ //
+ // A user of the existing reflection API expects to be able to
+ // query the `binding` of `gMaterial` and get back zero, then
+ // query the `binding` of the `t` field of the element type
+ // and get *one*. It is clear that in the abstract, the
+ // `MyMaterial::t` field should have an offset of zero (as
+ // the first field in a `struct`), so to meet the user's
+ // expectations, some cleverness is needed.
+ //
+ // We will use a subroutine `applyOffsetToTypeLayout`
+ // that tries to recursively walk an existing `TypeLayout`
+ // and apply an offset to its fields. This is currently
+ // quite ad hoc, but that doesn't matter much as it
+ // handles `struct` types which are the 99% case for
+ // parameter blocks.
+ //
+ typeLayout->offsetElementTypeLayout = applyOffsetToTypeLayout(rawElementTypeLayout, elementVarLayout);
+
+ // Next, resource usage from the container and element
+ // types may need to "bleed through" to the overall
+ // parameter group type.
+ //
+ // If the parameter group is a `ConstantBuffer<Foo>` then
+ // any ordinary/uniform bytes consumed by `Foo` are masked,
+ // but any other resources it consumes (e.g. `binding`s) need
+ // to bleed through and be accounted for in the overall
+ // layout of the type.
+ //
+ // If we have a `ParameterBlock<Foo>` then any ordinary/uniform
+ // bytes are masked. Furthermore, *if* a whole `space`/`set`
+ // was allocated to the block, then any `register`s or
+ // `binding`s consumed by `Foo` (and by the "container" constant
+ // buffer if we allocated one) are also masked. Any whole
+ // spaces/sets consumed by `Foo` need to bleed through.
+ //
+ // We can start with the easier case of the container type,
+ // since it will either be empty or consume a single constant
+ // buffer. Its resource usage will only bleed through if we
+ // didn't allocate a full `space` or `set`.
+ //
+ _addUnmaskedResourceUsage(typeLayout, containerTypeLayout, wantSpaceOrSet);
+
+ // next we turn to the element type, where the cases are slightly
+ // more involved (technically we could use this same logic for
+ // the container, as it is more general, but it was simpler to
+ // just special-case the container).
+ //
+
+ _addUnmaskedResourceUsage(typeLayout, rawElementTypeLayout, wantSpaceOrSet);
+
+ // At this point we have handled all the complexities that
+ // arise for a parameter group that doesn't include interface-type
+ // fields, or that doesn't include specialization for those fields.
+ //
+ // The remaining complexity all arises if we have interface-type
+ // data in the parameter group, and we are specializing it to
+ // concrete types, that will have their own layout requirements.
+ // In those cases there will be "pending data" on the element
+ // type layout that need to get placed somwhere, but wasn't
+ // included in the layout computed so far.
+ //
+ // All of this is extra work we only have to do if there is
+ // "pending" data in the element type layout.
+ //
+ if( auto pendingElementTypeLayout = rawElementTypeLayout->pendingDataTypeLayout )
+ {
+ auto rules = rawElementTypeLayout->rules;
+
+ // One really annoying complication we need to deal with here
+ // its that it is possible that the original parameter group
+ // declaration didn't need a constant buffer or `space`/`set`
+ // to be allocated, but once we consider the "pending" data
+ // we need to have a constant buffer and/or space.
+ //
+ // We will compute whether the pending data create a demand
+ // for a constant buffer and/or a space/set, so that we know
+ // if we are in the tricky case.
+ //
+ bool pendingDataWantsConstantBuffer = _usesOrdinaryData(pendingElementTypeLayout);
+ bool pendingDataWantsSpaceOrSet = false;
+ if( canUseSpaceOrSet )
+ {
+ for( auto resInfo : pendingElementTypeLayout->resourceInfos )
+ {
+ if( resInfo.kind != LayoutResourceKind::RegisterSpace )
+ {
+ pendingDataWantsSpaceOrSet = true;
+ break;
+ }
+ }
+ }
+
+ // We will use a few different variables to track resource
+ // usage for the pending data, with roles similar to the
+ // umbrella type layout, container layout, and element layout
+ // that already came up for the main part of the parameter group type.
+
+
+ RefPtr<TypeLayout> pendingContainerTypeLayout = new TypeLayout();
+ pendingContainerTypeLayout->type = parameterGroupType;
+ pendingContainerTypeLayout->rules = parameterGroupRules;
+
+ containerTypeLayout->pendingDataTypeLayout = pendingContainerTypeLayout;
+
+ RefPtr<VarLayout> pendingContainerVarLayout = new VarLayout();
+ pendingContainerVarLayout->typeLayout = pendingContainerTypeLayout;
+
+ containerVarLayout->pendingVarLayout = pendingContainerVarLayout;
+
+
+ RefPtr<VarLayout> pendingElementVarLayout = new VarLayout();
+ pendingElementVarLayout->typeLayout = pendingElementTypeLayout;
+
+ elementVarLayout->pendingVarLayout = pendingElementVarLayout;
+
+ // If we need a space/set for the pending data, and don't already
+ // have one, then we will allocate it now, as part of the
+ // "full" data type.
+ //
+ if( pendingDataWantsSpaceOrSet && !wantSpaceOrSet )
+ {
+ pendingContainerTypeLayout->addResourceUsage(LayoutResourceKind::RegisterSpace, 1);
+
+ // From here on, we know we have access to a register space,
+ // and we can mask any registers/bindings appropriately.
+ //
+ wantSpaceOrSet = true;
+ }
+
+ // If we need a constant buffer for laying out ordinary
+ // data, and didn't have one allocated before, we will create
+ // one.
+ //
+ if( pendingDataWantsConstantBuffer && !wantConstantBuffer )
+ {
+ auto cbUsage = rules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
+ pendingContainerTypeLayout->addResourceUsage(cbUsage.kind, cbUsage.size);
+
+ wantConstantBuffer = true;
+ }
+
+ for( auto resInfo : pendingContainerTypeLayout->resourceInfos )
+ {
+ pendingContainerVarLayout->findOrAddResourceInfo(resInfo.kind);
+ }
+
+ // Now that we've added in the resource usage for any CB or set/space
+ // we needed to allocate just for the pending data, we can safely
+ // lay out the pending data itself.
+ //
+ // The ordinary/uniform part of things wil always be "masked" and
+ // needs to come after any uniform data from the original element type.
+ //
+ // To kick things off we will initialize state for `struct` type layout,
+ // so that we can lay out the pending data as if it were the second
+ // field in a structure type, after the original data.
+ //
+ UniformLayoutInfo uniformLayout = rules->BeginStructLayout();
+ if( auto resInfo = rawElementTypeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
+ {
+ uniformLayout.alignment = rawElementTypeLayout->uniformAlignment;
+ uniformLayout.size = resInfo->count;
+ }
+
+ // Now we can scan through the resources used by the pending data.
+ //
+ for( auto resInfo : pendingElementTypeLayout->resourceInfos )
+ {
+ if( resInfo.kind == LayoutResourceKind::Uniform )
+ {
+ // For the ordinary/uniform resource kind, we will add the resource
+ // usage as a structure field, and then write the resulting offset
+ // into the variable layout for the pending data.
+ //
+ auto offset = rules->AddStructField(
+ &uniformLayout,
+ UniformLayoutInfo(
+ resInfo.count,
+ pendingElementTypeLayout->uniformAlignment));
+ pendingElementVarLayout->findOrAddResourceInfo(resInfo.kind)->index = offset.getFiniteValue();
+ }
+ else
+ {
+ // For all other resource kinds, we will set the offset in
+ // the variable layout based on the total resources of that
+ // kind seen so far (including the "container" if any),
+ // and then bump the count for total resource usage.
+ //
+ auto elementVarResInfo = pendingElementVarLayout->findOrAddResourceInfo(resInfo.kind);
+ if( auto containerTypeInfo = pendingContainerTypeLayout->FindResourceInfo(resInfo.kind) )
+ {
+ elementVarResInfo->index = containerTypeInfo->count.getFiniteValue();
+ }
+ }
+ }
+ rules->EndStructLayout(&uniformLayout);
+
+ // Okay, now we have a `VarLayout` for the element data, and an overall `TypeLayout`
+ // for all the data that this parameter group needs allocated for pending
+ // data.
+ //
+ // The next major step is to compute the version of that combined resource usage
+ // that will "bleed through" and thus needs to be allocated at the next level
+ // up the hierarchy.
+ //
+ RefPtr<TypeLayout> unmaskedPendingDataTypeLayout = new TypeLayout();
+ _addUnmaskedResourceUsage(unmaskedPendingDataTypeLayout, pendingContainerTypeLayout, wantSpaceOrSet);
+ _addUnmaskedResourceUsage(unmaskedPendingDataTypeLayout, pendingElementTypeLayout, wantSpaceOrSet);
+
+ // TODO: we should probably optimize for the case where there is no unmasked
+ // usage that needs to be reported out, since it should be a common case.
+
+ // Now we need to update the type layout to what we've done.
+ //
+ typeLayout->pendingDataTypeLayout = unmaskedPendingDataTypeLayout;
+ }
+
+ return typeLayout;
+}
+
+ /// Do we need to wrap the given element type in a constant buffer layout?
+static bool needsConstantBuffer(RefPtr<TypeLayout> elementTypeLayout)
+{
+ // We need a constant buffer if the element type has ordinary/uniform data.
+ //
+ if(_usesOrdinaryData(elementTypeLayout))
+ return true;
+
+ // We also need a constant buffer if there is any "pending"
+ // data that need ordinary/uniform data allocated to them.
+ //
+ if(auto pendingDataTypeLayout = elementTypeLayout->pendingDataTypeLayout)
+ {
+ if(_usesOrdinaryData(pendingDataTypeLayout))
+ return true;
+ }
+
+ return false;
+}
+
+RefPtr<TypeLayout> createConstantBufferTypeLayoutIfNeeded(
+ TypeLayoutContext const& context,
+ RefPtr<TypeLayout> elementTypeLayout)
+{
+ // First things first, we need to check whether the element type
+ // we are trying to lay out even needs a constant buffer allocated
+ // for it.
+ //
+ if(!needsConstantBuffer(elementTypeLayout))
+ return elementTypeLayout;
+
+ auto parameterGroupRules = context.getRulesFamily()->getConstantBufferRules();
+
+ return _createParameterGroupTypeLayout(
+ context
+ .with(parameterGroupRules)
+ .with(context.targetReq->getDefaultMatrixLayoutMode()),
+ nullptr,
+ elementTypeLayout);
+}
+
+
+static RefPtr<TypeLayout> _createParameterGroupTypeLayout(
+ TypeLayoutContext const& context,
+ RefPtr<ParameterGroupType> parameterGroupType,
+ RefPtr<Type> elementType,
+ LayoutRulesImpl* elementTypeRules)
+{
+ // We will first compute a layout for the element type of
+ // the parameter group.
+ //
+ auto elementTypeLayout = createTypeLayout(
+ context.with(elementTypeRules),
+ elementType);
+
+ // Now we delegate to a routine that does the meat of
+ // the complicated layout logic.
+ //
+ return _createParameterGroupTypeLayout(
+ context,
+ parameterGroupType,
+ elementTypeLayout);
+}
+
+LayoutRulesImpl* getParameterBufferElementTypeLayoutRules(
+ RefPtr<ParameterGroupType> parameterGroupType,
+ LayoutRulesImpl* rules)
+{
+ if( as<ConstantBufferType>(parameterGroupType) )
+ {
+ return rules->getLayoutRulesFamily()->getConstantBufferRules();
+ }
+ else if( as<TextureBufferType>(parameterGroupType) )
+ {
+ return rules->getLayoutRulesFamily()->getTextureBufferRules();
+ }
+ else if( as<GLSLInputParameterGroupType>(parameterGroupType) )
+ {
+ return rules->getLayoutRulesFamily()->getVaryingInputRules();
+ }
+ else if( as<GLSLOutputParameterGroupType>(parameterGroupType) )
+ {
+ return rules->getLayoutRulesFamily()->getVaryingOutputRules();
+ }
+ else if( as<GLSLShaderStorageBufferType>(parameterGroupType) )
+ {
+ return rules->getLayoutRulesFamily()->getShaderStorageBufferRules();
+ }
+ else if (as<ParameterBlockType>(parameterGroupType))
+ {
+ return rules->getLayoutRulesFamily()->getParameterBlockRules();
+ }
+ else
+ {
+ SLANG_UNEXPECTED("uhandled parameter block type");
+ return nullptr;
+ }
+}
+
+RefPtr<TypeLayout> createParameterGroupTypeLayout(
+ TypeLayoutContext const& context,
+ RefPtr<ParameterGroupType> parameterGroupType)
+{
+ auto parameterGroupRules = context.rules;
+
+ // Determine the layout rules to use for the contents of the block
+ auto elementTypeRules = getParameterBufferElementTypeLayoutRules(
+ parameterGroupType,
+ parameterGroupRules);
+
+ auto elementType = parameterGroupType->elementType;
+
+ return _createParameterGroupTypeLayout(
+ context,
+ parameterGroupType,
+ elementType,
+ elementTypeRules);
+}
+
+// Create a type layout for a structured buffer type.
+RefPtr<StructuredBufferTypeLayout>
+createStructuredBufferTypeLayout(
+ TypeLayoutContext const& context,
+ ShaderParameterKind kind,
+ RefPtr<Type> structuredBufferType,
+ RefPtr<TypeLayout> elementTypeLayout)
+{
+ auto rules = context.rules;
+ auto info = rules->GetObjectLayout(kind);
+
+ auto typeLayout = new StructuredBufferTypeLayout();
+
+ typeLayout->type = structuredBufferType;
+ typeLayout->rules = rules;
+
+ typeLayout->elementTypeLayout = elementTypeLayout;
+
+ typeLayout->uniformAlignment = info.alignment;
+ SLANG_RELEASE_ASSERT(!typeLayout->FindResourceInfo(LayoutResourceKind::Uniform));
+ SLANG_RELEASE_ASSERT(typeLayout->uniformAlignment == 1);
+
+ if( info.size != 0 )
+ {
+ typeLayout->addResourceUsage(info.kind, info.size);
+ }
+
+ // Note: for now we don't deal with the case of a structured
+ // buffer that might contain anything other than "uniform" data,
+ // because there really isn't a way to implement that.
+
+ return typeLayout;
+}
+
+// Create a type layout for a structured buffer type.
+RefPtr<StructuredBufferTypeLayout>
+createStructuredBufferTypeLayout(
+ TypeLayoutContext const& context,
+ ShaderParameterKind kind,
+ RefPtr<Type> structuredBufferType,
+ RefPtr<Type> elementType)
+{
+ // TODO(tfoley): we should be looking up the appropriate rules
+ // via the `LayoutRulesFamily` in use here...
+ auto structuredBufferLayoutRules = GetLayoutRulesImpl(
+ LayoutRule::HLSLStructuredBuffer);
+
+ // Create and save type layout for the buffer contents.
+ auto elementTypeLayout = createTypeLayout(
+ context.with(structuredBufferLayoutRules),
+ elementType.Ptr());
+
+ return createStructuredBufferTypeLayout(
+ context,
+ kind,
+ structuredBufferType,
+ elementTypeLayout);
+
+}
+
+ /// Create layout information for the given `type`.
+ ///
+ /// This internal routine returns both the constructed type
+ /// layout object and the simple layout info, encapsulated
+ /// together as a `TypeLayoutResult`.
+ ///
+static TypeLayoutResult _createTypeLayout(
+ TypeLayoutContext const& context,
+ Type* type);
+
+ /// Create layout information for the given `type`, obeying any layout modifiers on the given declaration.
+ ///
+ /// If `declForModifiers` has any matrix layout modifiers associated with it, then
+ /// the resulting type layout will respect those modifiers.
+ ///
+static TypeLayoutResult _createTypeLayout(
+ TypeLayoutContext const& context,
+ Type* type,
+ Decl* declForModifiers)
+{
+ TypeLayoutContext subContext = context;
+
+ if (declForModifiers)
+ {
+ // TODO: The approach implemented here has a row/column-major
+ // layout model recursively affect any sub-fields (so that
+ // the layout of a nested struct depends on the context where
+ // it is nested). This is consistent with the GLSL behavior
+ // for these modifiers, but it is *not* how HLSL is supposed
+ // to work.
+ //
+ // In the trivial case where `row_major` and `column_major`
+ // are only applied to leaf fields/variables of matrix type
+ // the difference should be immaterial.
+
+ if (declForModifiers->HasModifier<RowMajorLayoutModifier>())
+ subContext.matrixLayoutMode = kMatrixLayoutMode_RowMajor;
+
+ if (declForModifiers->HasModifier<ColumnMajorLayoutModifier>())
+ subContext.matrixLayoutMode = kMatrixLayoutMode_ColumnMajor;
+
+ // TODO: really need to look for other modifiers that affect
+ // layout, such as GLSL `std140`.
+ }
+
+ return _createTypeLayout(subContext, type);
+}
+
+int findGenericParam(List<RefPtr<GenericParamLayout>> & genericParameters, GlobalGenericParamDecl * decl)
+{
+ return (int)genericParameters.findFirstIndex([=](RefPtr<GenericParamLayout> & x) {return x->decl.Ptr() == decl; });
+}
+
+// When constructing a new var layout from an existing one,
+// copy fields to the new var from the old.
+void copyVarLayoutFields(
+ VarLayout* dstVarLayout,
+ VarLayout* srcVarLayout)
+{
+ dstVarLayout->varDecl = srcVarLayout->varDecl;
+ dstVarLayout->typeLayout = srcVarLayout->typeLayout;
+ dstVarLayout->flags = srcVarLayout->flags;
+ dstVarLayout->systemValueSemantic = srcVarLayout->systemValueSemantic;
+ dstVarLayout->systemValueSemanticIndex = srcVarLayout->systemValueSemanticIndex;
+ dstVarLayout->semanticName = srcVarLayout->semanticName;
+ dstVarLayout->semanticIndex = srcVarLayout->semanticIndex;
+ dstVarLayout->stage = srcVarLayout->stage;
+ dstVarLayout->resourceInfos = srcVarLayout->resourceInfos;
+}
+
+// When constructing a new type layout from an existing one,
+// copy fields to the new type from the old.
+void copyTypeLayoutFields(
+ TypeLayout* dstTypeLayout,
+ TypeLayout* srcTypeLayout)
+{
+ dstTypeLayout->type = srcTypeLayout->type;
+ dstTypeLayout->rules = srcTypeLayout->rules;
+ dstTypeLayout->uniformAlignment = srcTypeLayout->uniformAlignment;
+ dstTypeLayout->resourceInfos = srcTypeLayout->resourceInfos;
+}
+
+// Does this layout resource kind require adjustment when used in
+// an array-of-structs fashion?
+bool doesResourceRequireAdjustmentForArrayOfStructs(LayoutResourceKind kind)
+{
+ switch( kind )
+ {
+ case LayoutResourceKind::ConstantBuffer:
+ case LayoutResourceKind::ShaderResource:
+ case LayoutResourceKind::UnorderedAccess:
+ case LayoutResourceKind::SamplerState:
+ return true;
+
+ default:
+ return false;
+ }
+}
+
+// Given the type layout for an element of an array, apply any adjustments required
+// based on the element count of the array.
+//
+// The particular case where this matters is when we have an array of an aggregate
+// type that contains resources, since each resource field might need to be at
+// a different offset than we would otherwise expect.
+//
+// For example, given:
+//
+// struct Foo { Texture2D a; Texture2D b; }
+//
+// if we just write:
+//
+// Foo foo;
+//
+// it gets split into:
+//
+// Texture2D foo_a;
+// Texture2D foo_b;
+//
+// we expect `foo_a` to get `register(t0)` and
+// `foo_b` to get `register(t1)`. However, if we instead have an array:
+//
+// Foo foo[10];
+//
+// then we expect it to be split into:
+//
+// Texture2D foo_a[8];
+// Texture2D foo_b[8];
+//
+// and then we expect `foo_b` to get `register(t8)`, rather
+// than `register(t1)`.
+//
+static RefPtr<TypeLayout> maybeAdjustLayoutForArrayElementType(
+ RefPtr<TypeLayout> originalTypeLayout,
+ LayoutSize elementCount,
+ UInt& ioAdditionalSpacesNeeded)
+{
+ // We will start by looking for cases that we can reject out
+ // of hand.
+
+ // If the original element type layout doesn't use any
+ // resource registers, then we are fine.
+ bool anyResource = false;
+ for( auto resInfo : originalTypeLayout->resourceInfos )
+ {
+ if( doesResourceRequireAdjustmentForArrayOfStructs(resInfo.kind) )
+ {
+ anyResource = true;
+ break;
+ }
+ }
+ if(!anyResource)
+ return originalTypeLayout;
+
+ // Let's look at the type layout we have, and see if there is anything
+ // that we need to do with it.
+ //
+ if( auto originalArrayTypeLayout = originalTypeLayout.as<ArrayTypeLayout>() )
+ {
+ // The element type is itself an array, so we'll need to adjust
+ // *its* element type accordingly.
+ //
+ // We adjust the already-adjusted element type of the inner
+ // array type, so that we pick up adjustments already made:
+ auto originalInnerElementTypeLayout = originalArrayTypeLayout->elementTypeLayout;
+ auto adjustedInnerElementTypeLayout = maybeAdjustLayoutForArrayElementType(
+ originalInnerElementTypeLayout,
+ elementCount,
+ ioAdditionalSpacesNeeded);
+
+ // If nothing needed to be changed on the inner element type,
+ // then we are done.
+ if(adjustedInnerElementTypeLayout == originalInnerElementTypeLayout)
+ return originalTypeLayout;
+
+ // Otherwise, we need to construct a new array type layout
+ RefPtr<ArrayTypeLayout> adjustedArrayTypeLayout = new ArrayTypeLayout();
+ adjustedArrayTypeLayout->originalElementTypeLayout = originalInnerElementTypeLayout;
+ adjustedArrayTypeLayout->elementTypeLayout = adjustedInnerElementTypeLayout;
+ adjustedArrayTypeLayout->uniformStride = originalArrayTypeLayout->uniformStride;
+
+ copyTypeLayoutFields(adjustedArrayTypeLayout, originalArrayTypeLayout);
+
+ return adjustedArrayTypeLayout;
+ }
+ else if(auto originalParameterGroupTypeLayout = originalTypeLayout.as<ParameterGroupTypeLayout>() )
+ {
+ auto originalInnerElementTypeLayout = originalParameterGroupTypeLayout->elementVarLayout->typeLayout;
+ auto adjustedInnerElementTypeLayout = maybeAdjustLayoutForArrayElementType(
+ originalInnerElementTypeLayout,
+ elementCount,
+ ioAdditionalSpacesNeeded);
+
+ // If nothing needed to be changed on the inner element type,
+ // then we are done.
+ if(adjustedInnerElementTypeLayout == originalInnerElementTypeLayout)
+ return originalTypeLayout;
+
+ // TODO: actually adjust the element type, and create all the required bits and
+ // pieces of layout.
+
+ SLANG_UNIMPLEMENTED_X("array of parameter group");
+ UNREACHABLE_RETURN(originalTypeLayout);
+ }
+ else if(auto originalStructTypeLayout = originalTypeLayout.as<StructTypeLayout>() )
+ {
+ Index fieldCount = originalStructTypeLayout->fields.getCount();
+
+ // Empty struct? Bail out.
+ if(fieldCount == 0)
+ return originalTypeLayout;
+
+ RefPtr<StructTypeLayout> adjustedStructTypeLayout = new StructTypeLayout();
+ copyTypeLayoutFields(adjustedStructTypeLayout, originalStructTypeLayout);
+
+ // If the array type adjustment forces us to give a whole space to
+ // one or more fields, then we'll need to carefully compute the space
+ // index for each field as we go.
+ //
+ LayoutSize nextSpaceIndex = 0;
+
+ Dictionary<RefPtr<VarLayout>, RefPtr<VarLayout>> mapOriginalFieldToAdjusted;
+ for( auto originalField : originalStructTypeLayout->fields )
+ {
+ auto originalFieldTypeLayout = originalField->typeLayout;
+
+ LayoutSize originalFieldSpaceCount = 0;
+ if(auto resInfo = originalFieldTypeLayout->FindResourceInfo(LayoutResourceKind::RegisterSpace))
+ originalFieldSpaceCount = resInfo->count;
+
+ // Compute the adjusted type for the field
+ UInt fieldAdditionalSpaces = 0;
+ auto adjustedFieldTypeLayout = maybeAdjustLayoutForArrayElementType(
+ originalFieldTypeLayout,
+ elementCount,
+ fieldAdditionalSpaces);
+
+ LayoutSize adjustedFieldSpaceCount = originalFieldSpaceCount + fieldAdditionalSpaces;
+
+ LayoutSize spaceOffsetForField = nextSpaceIndex;
+ nextSpaceIndex += adjustedFieldSpaceCount;
+
+ ioAdditionalSpacesNeeded += fieldAdditionalSpaces;
+
+ // Create an adjusted field variable, that is mostly
+ // a clone of the original field (just with our
+ // adjusted type in place).
+ RefPtr<VarLayout> adjustedField = new VarLayout();
+ copyVarLayoutFields(adjustedField, originalField);
+ adjustedField->typeLayout = adjustedFieldTypeLayout;
+
+ // We will now walk through the resource usage for
+ // the adjusted field, and try to figure out what
+ // to do with it all.
+ //
+ for(auto& resInfo : adjustedField->resourceInfos )
+ {
+ if( doesResourceRequireAdjustmentForArrayOfStructs(resInfo.kind) )
+ {
+ if(elementCount.isFinite())
+ {
+ // If the array size is finite, then the field's index/offset
+ // is just going to be strided by the array size since we
+ // are effectively doing AoS to SoA conversion.
+ //
+ resInfo.index *= elementCount.getFiniteValue();
+ }
+ else
+ {
+ // If we are making an unbounded array, then a `struct`
+ // field with resource type will turn into its own space,
+ // and it will start at register zero in that space.
+ //
+ resInfo.index = 0;
+ resInfo.space = spaceOffsetForField.getFiniteValue();
+ }
+ }
+ }
+
+ adjustedStructTypeLayout->fields.add(adjustedField);
+
+ mapOriginalFieldToAdjusted.Add(originalField, adjustedField);
+ }
+
+ for( auto p : originalStructTypeLayout->mapVarToLayout )
+ {
+ Decl* key = p.Key;
+ RefPtr<VarLayout> originalVal = p.Value;
+ RefPtr<VarLayout> adjustedVal;
+ if( mapOriginalFieldToAdjusted.TryGetValue(originalVal, adjustedVal) )
+ {
+ adjustedStructTypeLayout->mapVarToLayout.Add(key, adjustedVal);
+ }
+ }
+
+ return adjustedStructTypeLayout;
+ }
+ else
+ {
+ // In the leaf case, we must have a field that used up some resource
+ // that requires adjustment. Because there is no sub-structure to work
+ // with, we can just return the type layout as-is, but we also want
+ // to make a note that this value should consume an additional register
+ // space *if* the element count is unbounded.
+ if( elementCount.isInfinite() )
+ {
+ ioAdditionalSpacesNeeded++;
+ }
+
+ return originalTypeLayout;
+ }
+}
+
+ /// Convert a `TypeLayout` to a `TypeLayoutResult`
+ ///
+ /// A `TypeLayout` holds all the data needed to make a `TypeLayoutResult` in practice,
+ /// but sometimes it is more convenient to have the data split out.
+ ///
+TypeLayoutResult makeTypeLayoutResult(RefPtr<TypeLayout> typeLayout)
+{
+ TypeLayoutResult result;
+ result.layout = typeLayout;
+
+ // If the type only consumes a single kind of non-uniform resource,
+ // we can fill in the `info` field directly.
+ //
+ if( typeLayout->resourceInfos.getCount() == 1 )
+ {
+ auto resInfo = typeLayout->resourceInfos[0];
+ if( resInfo.kind != LayoutResourceKind::Uniform )
+ {
+ result.info.kind = resInfo.kind;
+ result.info.size = resInfo.count;
+ return result;
+ }
+ }
+
+ // Otherwise, we will fill out the info based on the uniform
+ // resources consumed, if any.
+ //
+ if( auto resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
+ {
+ result.info.kind = LayoutResourceKind::Uniform;
+ result.info.alignment = typeLayout->uniformAlignment;
+ result.info.size = resInfo->count;
+ }
+
+ // If there was no ordinary/uniform resource usage, then we
+ // will leave the `info` field in its default state (which
+ // shows no resources consumed).
+ //
+ // The type layout might have more detailed information, but
+ // at this point it must contain either zero, or more than one
+ // `ResourceInfo`, so there is nothing unambiguous we can
+ // store into `info`.
+
+ return result;
+}
+
+//
+// StructTypeLayoutBuilder
+//
+
+void StructTypeLayoutBuilder::beginLayout(
+ Type* type,
+ LayoutRulesImpl* rules)
+{
+ m_rules = rules;
+
+ m_typeLayout = new StructTypeLayout();
+ m_typeLayout->type = type;
+ m_typeLayout->rules = m_rules;
+
+ m_info = m_rules->BeginStructLayout();
+}
+
+void StructTypeLayoutBuilder::beginLayoutIfNeeded(
+ Type* type,
+ LayoutRulesImpl* rules)
+{
+ if( !m_typeLayout )
+ {
+ beginLayout(type, rules);
+ }
+}
+
+RefPtr<VarLayout> StructTypeLayoutBuilder::addField(
+ DeclRef<VarDeclBase> field,
+ TypeLayoutResult fieldResult)
+{
+ SLANG_ASSERT(m_typeLayout);
+
+ RefPtr<TypeLayout> fieldTypeLayout = fieldResult.layout;
+ UniformLayoutInfo fieldInfo = fieldResult.info.getUniformLayout();
+
+ // Note: we don't add any zero-size fields
+ // when computing structure layout, just
+ // to avoid having a resource type impact
+ // the final layout.
+ //
+ // This means that the code to generate final
+ // declarations needs to *also* eliminate zero-size
+ // fields to be safe...
+ //
+ LayoutSize uniformOffset = m_info.size;
+ if(fieldInfo.size != 0)
+ {
+ uniformOffset = m_rules->AddStructField(&m_info, fieldInfo);
+ }
+
+
+ // We need to create variable layouts
+ // for each field of the structure.
+ RefPtr<VarLayout> fieldLayout = new VarLayout();
+ fieldLayout->varDecl = field;
+ fieldLayout->typeLayout = fieldTypeLayout;
+ m_typeLayout->fields.add(fieldLayout);
+
+ if( field )
+ {
+ m_typeLayout->mapVarToLayout.Add(field.getDecl(), fieldLayout);
+ }
+
+ // Set up uniform offset information, if there is any uniform data in the field
+ if( fieldTypeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
+ {
+ fieldLayout->AddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue();
+ }
+
+ // Add offset information for any other resource kinds
+ for( auto fieldTypeResourceInfo : fieldTypeLayout->resourceInfos )
+ {
+ // Uniforms were dealt with above
+ if(fieldTypeResourceInfo.kind == LayoutResourceKind::Uniform)
+ continue;
+
+ // We should not have already processed this resource type
+ SLANG_RELEASE_ASSERT(!fieldLayout->FindResourceInfo(fieldTypeResourceInfo.kind));
+
+ // The field will need offset information for this kind
+ auto fieldResourceInfo = fieldLayout->AddResourceInfo(fieldTypeResourceInfo.kind);
+
+ // It is possible for a `struct` field to use an unbounded array
+ // type, and in the D3D case that would consume an unbounded number
+ // of registers. What is more, a single `struct` could have multiple
+ // such fields, or ordinary resource fields after an unbounded field.
+ //
+ // We handle this case by allocating a distinct register space for
+ // any field that consumes an unbounded amount of registers.
+ //
+ if( fieldTypeResourceInfo.count.isInfinite() )
+ {
+ // We need to add one register space to own the storage for this field.
+ //
+ auto structTypeSpaceResourceInfo = m_typeLayout->findOrAddResourceInfo(LayoutResourceKind::RegisterSpace);
+ auto spaceOffset = structTypeSpaceResourceInfo->count;
+ structTypeSpaceResourceInfo->count += 1;
+
+ // The field itself will record itself as having a zero offset into
+ // the chosen space.
+ //
+ fieldResourceInfo->space = spaceOffset.getFiniteValue();
+ fieldResourceInfo->index = 0;
+ }
+ else
+ {
+ // In the case where the field consumes a finite number of slots, we
+ // can simply set its offset/index to the number of such slots consumed
+ // so far, and then increment the number of slots consumed by the
+ // `struct` type itself.
+ //
+ auto structTypeResourceInfo = m_typeLayout->findOrAddResourceInfo(fieldTypeResourceInfo.kind);
+ fieldResourceInfo->index = structTypeResourceInfo->count.getFiniteValue();
+ structTypeResourceInfo->count += fieldTypeResourceInfo.count;
+ }
+ }
+
+ return fieldLayout;
+}
+
+RefPtr<VarLayout> StructTypeLayoutBuilder::addField(
+ DeclRef<VarDeclBase> field,
+ RefPtr<TypeLayout> fieldTypeLayout)
+{
+ TypeLayoutResult fieldResult = makeTypeLayoutResult(fieldTypeLayout);
+ return addField(field, fieldResult);
+}
+
+void StructTypeLayoutBuilder::endLayout()
+{
+ if(!m_typeLayout) return;
+
+ m_rules->EndStructLayout(&m_info);
+
+ m_typeLayout->uniformAlignment = m_info.alignment;
+ m_typeLayout->addResourceUsage(LayoutResourceKind::Uniform, m_info.size);
+}
+
+RefPtr<StructTypeLayout> StructTypeLayoutBuilder::getTypeLayout()
+{
+ return m_typeLayout;
+}
+
+TypeLayoutResult StructTypeLayoutBuilder::getTypeLayoutResult()
+{
+ return TypeLayoutResult(m_typeLayout, m_info);
+}
+
+static TypeLayoutResult _createTypeLayout(
+ TypeLayoutContext const& context,
+ Type* type)
+{
+ auto rules = context.rules;
+
+ if (auto parameterGroupType = as<ParameterGroupType>(type))
+ {
+ // If the user is just interested in uniform layout info,
+ // then this is easy: a `ConstantBuffer<T>` is really no
+ // different from a `Texture2D<U>` in terms of how it
+ // should be handled as a member of a container.
+ //
+ auto info = getParameterGroupLayoutInfo(parameterGroupType, rules);
+
+ // The more interesting case, though, is when the user
+ // is requesting us to actually create a `TypeLayout`,
+ // since in that case we need to:
+ //
+ // 1. Compute a layout for the data inside the constant
+ // buffer, including offsets, etc.
+ //
+ // 2. Compute information about any object types inside
+ // the constant buffer, which need to be surfaces out
+ // to the top level.
+ //
+ auto typeLayout = createParameterGroupTypeLayout(
+ context,
+ parameterGroupType);
+
+ return TypeLayoutResult(typeLayout, info);
+ }
+ else if (auto samplerStateType = as<SamplerStateType>(type))
+ {
+ return createSimpleTypeLayout(
+ rules->GetObjectLayout(ShaderParameterKind::SamplerState),
+ type,
+ rules);
+ }
+ else if (auto textureType = as<TextureType>(type))
+ {
+ // TODO: the logic here should really be defined by the rules,
+ // and not at this top level...
+ ShaderParameterKind kind;
+ switch( textureType->getAccess() )
+ {
+ default:
+ kind = ShaderParameterKind::MutableTexture;
+ break;
+
+ case SLANG_RESOURCE_ACCESS_READ:
+ kind = ShaderParameterKind::Texture;
+ break;
+ }
+
+ return createSimpleTypeLayout(
+ rules->GetObjectLayout(kind),
+ type,
+ rules);
+ }
+ else if (auto imageType = as<GLSLImageType>(type))
+ {
+ // TODO: the logic here should really be defined by the rules,
+ // and not at this top level...
+ ShaderParameterKind kind;
+ switch( imageType->getAccess() )
+ {
+ default:
+ kind = ShaderParameterKind::MutableImage;
+ break;
+
+ case SLANG_RESOURCE_ACCESS_READ:
+ kind = ShaderParameterKind::Image;
+ break;
+ }
+
+ return createSimpleTypeLayout(
+ rules->GetObjectLayout(kind),
+ type,
+ rules);
+ }
+ else if (auto textureSamplerType = as<TextureSamplerType>(type))
+ {
+ // TODO: the logic here should really be defined by the rules,
+ // and not at this top level...
+ ShaderParameterKind kind;
+ switch( textureSamplerType->getAccess() )
+ {
+ default:
+ kind = ShaderParameterKind::MutableTextureSampler;
+ break;
+
+ case SLANG_RESOURCE_ACCESS_READ:
+ kind = ShaderParameterKind::TextureSampler;
+ break;
+ }
+
+ return createSimpleTypeLayout(
+ rules->GetObjectLayout(kind),
+ type,
+ rules);
+ }
+
+ // TODO: need a better way to handle this stuff...
+#define CASE(TYPE, KIND) \
+ else if(auto type_##TYPE = as<TYPE>(type)) do { \
+ auto info = rules->GetObjectLayout(ShaderParameterKind::KIND); \
+ auto typeLayout = createStructuredBufferTypeLayout( \
+ context, \
+ ShaderParameterKind::KIND, \
+ type_##TYPE, \
+ type_##TYPE->elementType.Ptr()); \
+ return TypeLayoutResult(typeLayout, info); \
+ } while(0)
+
+ CASE(HLSLStructuredBufferType, StructuredBuffer);
+ CASE(HLSLRWStructuredBufferType, MutableStructuredBuffer);
+ CASE(HLSLRasterizerOrderedStructuredBufferType, MutableStructuredBuffer);
+ CASE(HLSLAppendStructuredBufferType, MutableStructuredBuffer);
+ CASE(HLSLConsumeStructuredBufferType, MutableStructuredBuffer);
+
+#undef CASE
+
+
+ // TODO: need a better way to handle this stuff...
+#define CASE(TYPE, KIND) \
+ else if(as<TYPE>(type)) do { \
+ return createSimpleTypeLayout( \
+ rules->GetObjectLayout(ShaderParameterKind::KIND), \
+ type, rules); \
+ } while(0)
+
+ CASE(HLSLByteAddressBufferType, RawBuffer);
+ CASE(HLSLRWByteAddressBufferType, MutableRawBuffer);
+ CASE(HLSLRasterizerOrderedByteAddressBufferType, MutableRawBuffer);
+
+ CASE(GLSLInputAttachmentType, InputRenderTarget);
+
+ // This case is mostly to allow users to add new resource types...
+ CASE(UntypedBufferResourceType, RawBuffer);
+
+#undef CASE
+
+ else if(auto basicType = as<BasicExpressionType>(type))
+ {
+ return createSimpleTypeLayout(
+ rules->GetScalarLayout(basicType->baseType),
+ type,
+ rules);
+ }
+ else if(auto vecType = as<VectorExpressionType>(type))
+ {
+ auto elementType = vecType->elementType;
+ size_t elementCount = (size_t) GetIntVal(vecType->elementCount);
+
+ auto element = _createTypeLayout(
+ context,
+ elementType);
+
+ auto info = rules->GetVectorLayout(element.info, elementCount);
+
+ RefPtr<VectorTypeLayout> typeLayout = new VectorTypeLayout();
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+ typeLayout->uniformAlignment = info.alignment;
+
+ typeLayout->elementTypeLayout = element.layout;
+ typeLayout->uniformStride = element.info.getUniformLayout().size.getFiniteValue();
+
+ typeLayout->addResourceUsage(info.kind, info.size);
+
+ return TypeLayoutResult(typeLayout, info);
+ }
+ else if(auto matType = as<MatrixExpressionType>(type))
+ {
+ size_t rowCount = (size_t) GetIntVal(matType->getRowCount());
+ size_t colCount = (size_t) GetIntVal(matType->getColumnCount());
+
+ auto elementType = matType->getElementType();
+ auto elementResult = _createTypeLayout(
+ context,
+ elementType);
+ auto elementTypeLayout = elementResult.layout;
+ auto elementInfo = elementResult.info;
+
+ // The `GetMatrixLayout` implementation in the layout rules
+ // currently defaults to assuming row-major layout,
+ // so if we want column-major layout we achieve it here by
+ // transposing the major/minor axes counts.
+ //
+ size_t layoutMajorCount = rowCount;
+ size_t layoutMinorCount = colCount;
+ if (context.matrixLayoutMode == kMatrixLayoutMode_ColumnMajor)
+ {
+ size_t tmp = layoutMajorCount;
+ layoutMajorCount = layoutMinorCount;
+ layoutMinorCount = tmp;
+ }
+ auto info = rules->GetMatrixLayout(
+ elementInfo,
+ layoutMajorCount,
+ layoutMinorCount);
+
+ auto rowType = matType->getRowType();
+ RefPtr<VectorTypeLayout> rowTypeLayout = new VectorTypeLayout();
+
+ auto rowInfo = rules->GetVectorLayout(
+ elementInfo,
+ colCount);
+
+ size_t majorStride = info.elementStride;
+ size_t minorStride = elementInfo.getUniformLayout().size.getFiniteValue();
+
+ size_t rowStride = 0;
+ size_t colStride = 0;
+ if(context.matrixLayoutMode == kMatrixLayoutMode_ColumnMajor)
+ {
+ colStride = majorStride;
+ rowStride = minorStride;
+ }
+ else
+ {
+ rowStride = majorStride;
+ colStride = minorStride;
+ }
+
+ rowTypeLayout->type = type;
+ rowTypeLayout->rules = rules;
+ rowTypeLayout->uniformAlignment = elementInfo.getUniformLayout().alignment;
+
+ rowTypeLayout->uniformStride = colStride;
+ rowTypeLayout->elementTypeLayout = elementTypeLayout;
+ rowTypeLayout->addResourceUsage(rowInfo.kind, rowInfo.size);
+
+ RefPtr<MatrixTypeLayout> typeLayout = new MatrixTypeLayout();
+
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+ typeLayout->uniformAlignment = info.alignment;
+
+ typeLayout->elementTypeLayout = rowTypeLayout;
+ typeLayout->uniformStride = rowStride;
+ typeLayout->mode = context.matrixLayoutMode;
+
+ typeLayout->addResourceUsage(info.kind, info.size);
+
+ return TypeLayoutResult(typeLayout, info);
+ }
+ else if (auto arrayType = as<ArrayExpressionType>(type))
+ {
+ auto elementResult = _createTypeLayout(
+ context,
+ arrayType->baseType.Ptr());
+ auto elementInfo = elementResult.info;
+ auto elementTypeLayout = elementResult.layout;
+
+ // To a first approximation, an array will usually be laid out
+ // by taking the element's type layout and laying out `elementCount`
+ // copies of it. There are of course many details that make
+ // this simplistic version of things not quite work.
+ //
+ // An important complication to deal with is the possibility of
+ // having "unbounded" arrays, which don't specify a size.'
+ // The layout rules for these vary heavily by resource kind and API.
+ //
+
+ auto elementCount = GetElementCount(arrayType->ArrayLength);
+
+ //
+ // We can compute the uniform storage layout of an array using
+ // the rules for the target API.
+ //
+ // TODO: ensure that this does something reasonable with the unbounded
+ // case, or else issue an error message that the target doesn't
+ // support unbounded types.
+ //
+
+ auto arrayUniformInfo = rules->GetArrayLayout(
+ elementInfo,
+ elementCount).getUniformLayout();
+
+ RefPtr<ArrayTypeLayout> typeLayout = new ArrayTypeLayout();
+
+ // Some parts of the array type layout object are easy to fill in:
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+ typeLayout->originalElementTypeLayout = elementTypeLayout;
+ typeLayout->uniformAlignment = arrayUniformInfo.alignment;
+ typeLayout->uniformStride = arrayUniformInfo.elementStride;
+
+ typeLayout->addResourceUsage(LayoutResourceKind::Uniform, arrayUniformInfo.size);
+
+ //
+ // The tricky part in constructing an array type layout comes when
+ // the element type is (or nests) a structure with resource-type
+ // fields, because in that case we need to perform AoS-to-SoA
+ // conversion as part of computing the final type layout, and
+ // we also need to pre-compute an "adjusted" element type
+ // layout that accounts for the striding that happens with
+ // resource-type contents.
+ //
+ // This complication is only made worse when we have to deal with
+ // unbounded-size arrays over such element types, since those
+ // resource-type fields will each end up consuming a full space
+ // in the resulting layout.
+ //
+ // The `maybeAdjustLayoutForArrayElementType` computes an "adjusted"
+ // type layout for the element type which takes the array stride into
+ // account. If it returns the same type layout that was passed in,
+ // then that means no adjustement took place.
+ //
+ // The `additionalSpacesNeededForAdjustedElementType` variable counts
+ // the number of additional register spaces that were consumed,
+ // in the case of an unbounded array.
+ //
+ UInt additionalSpacesNeededForAdjustedElementType = 0;
+ RefPtr<TypeLayout> adjustedElementTypeLayout = maybeAdjustLayoutForArrayElementType(
+ elementTypeLayout,
+ elementCount,
+ additionalSpacesNeededForAdjustedElementType);
+
+ typeLayout->elementTypeLayout = adjustedElementTypeLayout;
+
+ // We will now iterate over the resources consumed by the element
+ // type to compute how they contribute to the resource usage
+ // of the overall array type.
+ //
+ for( auto elementResourceInfo : elementTypeLayout->resourceInfos )
+ {
+ // The uniform case was already handled above
+ if( elementResourceInfo.kind == LayoutResourceKind::Uniform )
+ continue;
+
+ LayoutSize arrayResourceCount = 0;
+
+ // In almost all cases, the resources consumed by an array
+ // will be its element count times the resources consumed
+ // by its element type.
+ //
+ // The first exception to this is arrays of resources when
+ // compiling to GLSL for Vulkan, where an entire array
+ // only consumes a single descriptor-table slot.
+ //
+ if (elementResourceInfo.kind == LayoutResourceKind::DescriptorTableSlot)
+ {
+ arrayResourceCount = elementResourceInfo.count;
+ }
+ //
+ // The next big exception is when we are forming an unbounded-size
+ // array and the element type got "adjusted," because that means
+ // the array type will need to allocate full spaces for any resource-type
+ // fields in the element type.
+ //
+ // Note: we carefully carve things out so that the case of a simple
+ // array of resources does *not* lead to the element type being adjusted,
+ // so that this logic doesn't trigger and we instead handle it with
+ // the default logic below.
+ //
+ else if(
+ elementCount.isInfinite()
+ && adjustedElementTypeLayout != elementTypeLayout
+ && doesResourceRequireAdjustmentForArrayOfStructs(elementResourceInfo.kind) )
+ {
+ // We want to ignore resource types consumed by the element type
+ // that need adjustement if the array size is infinite, since
+ // we will be allocating whole spaces for that part of the
+ // element's resource usage.
+ }
+ else
+ {
+ arrayResourceCount = elementResourceInfo.count * elementCount;
+ }
+
+ // Now that we've computed how the resource usage of the element type
+ // should contribute to the resource usage of the array, we can
+ // add in that resource usage.
+ //
+ typeLayout->addResourceUsage(
+ elementResourceInfo.kind,
+ arrayResourceCount);
+ }
+
+ // The loop above to compute the resource usage of the array from its
+ // element type ignored any resource-type fields in an unbounded-size
+ // array if they would have been allocated as full register spaces.
+ // Those same fields were counted in `additionalSpacesNeededForAdjustedElementType`,
+ // and need to be added into the total resource usage for the array
+ // if we skipped them as part of the loop (which happens when
+ // we detect that the element type layout had been "adjusted").
+ //
+ if( adjustedElementTypeLayout != elementTypeLayout )
+ {
+ typeLayout->addResourceUsage(LayoutResourceKind::RegisterSpace, additionalSpacesNeededForAdjustedElementType);
+ }
+
+ return TypeLayoutResult(typeLayout, arrayUniformInfo);
+ }
+ else if (auto declRefType = as<DeclRefType>(type))
+ {
+ auto declRef = declRefType->declRef;
+
+ if (auto structDeclRef = declRef.as<StructDecl>())
+ {
+ StructTypeLayoutBuilder typeLayoutBuilder;
+ StructTypeLayoutBuilder pendingDataTypeLayoutBuilder;
+
+ typeLayoutBuilder.beginLayout(type, rules);
+ auto typeLayout = typeLayoutBuilder.getTypeLayout();
+ for (auto field : GetFields(structDeclRef))
+ {
+ // Static fields shouldn't take part in layout.
+ if(field.getDecl()->HasModifier<HLSLStaticModifier>())
+ continue;
+
+ // The fields of a `struct` type may include existential (interface)
+ // types (including as nested sub-fields), and any types present
+ // in those fields will need to be specialized based on the
+ // input arguments being passed to `_createTypeLayout`.
+ //
+ // We won't know how many type slots each field consumes until
+ // we process it, but we can figure out the starting index for
+ // the slots its will consume by looking at the layout we've
+ // computed so far.
+ //
+ Int baseExistentialSlotIndex = 0;
+ if(auto resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::ExistentialTypeParam))
+ baseExistentialSlotIndex = Int(resInfo->count.getFiniteValue());
+ //
+ // When computing the layout for the field, we will give it access
+ // to all the incoming specialized type slots that haven't already
+ // been consumed/claimed by preceding fields.
+ //
+ auto fieldLayoutContext = context.withExistentialTypeSlotsOffsetBy(baseExistentialSlotIndex);
+
+ TypeLayoutResult fieldResult = _createTypeLayout(
+ fieldLayoutContext,
+ GetType(field).Ptr(),
+ field.getDecl());
+ auto fieldTypeLayout = fieldResult.layout;
+
+ auto fieldVarLayout = typeLayoutBuilder.addField(field, fieldResult);
+
+ // If any of the fields of the `struct` type had existential/interface
+ // type, then we need to compute a second `StructTypeLayout` that
+ // represents the layout and resource using for the "pending data"
+ // that this type needs to have stored somewhere, but which can't
+ // be laid out in the layout of the type itself.
+ //
+ if(auto fieldPendingDataTypeLayout = fieldTypeLayout->pendingDataTypeLayout)
+ {
+ // We only create this secondary layout on-demand, so that
+ // we don't end up with a bunch of empty structure type layouts
+ // created for no reason.
+ //
+ pendingDataTypeLayoutBuilder.beginLayoutIfNeeded(type, rules);
+ auto fieldPendingVarLayout = pendingDataTypeLayoutBuilder.addField(field, fieldPendingDataTypeLayout);
+ fieldVarLayout->pendingVarLayout = fieldPendingVarLayout;
+ }
+ }
+
+ typeLayoutBuilder.endLayout();
+ pendingDataTypeLayoutBuilder.endLayout();
+
+ if( auto pendingDataTypeLayout = pendingDataTypeLayoutBuilder.getTypeLayout() )
+ {
+ typeLayout->pendingDataTypeLayout = pendingDataTypeLayout;
+ }
+
+ return typeLayoutBuilder.getTypeLayoutResult();
+ }
+ else if (auto globalGenParam = declRef.as<GlobalGenericParamDecl>())
+ {
+ SimpleLayoutInfo info;
+ info.alignment = 0;
+ info.size = 0;
+ info.kind = LayoutResourceKind::GenericResource;
+
+ auto genParamTypeLayout = new GenericParamTypeLayout();
+ // we should have already populated ProgramLayout::genericEntryPointParams list at this point,
+ // so we can find the index of this generic param decl in the list
+ genParamTypeLayout->type = type;
+ genParamTypeLayout->paramIndex = findGenericParam(context.programLayout->globalGenericParams, genParamTypeLayout->getGlobalGenericParamDecl());
+ genParamTypeLayout->rules = rules;
+ genParamTypeLayout->findOrAddResourceInfo(LayoutResourceKind::GenericResource)->count += 1;
+
+ return TypeLayoutResult(genParamTypeLayout, info);
+ }
+ else if (auto assocTypeParam = declRef.as<AssocTypeDecl>())
+ {
+ return createSimpleTypeLayout(
+ SimpleLayoutInfo(),
+ type,
+ rules);
+ }
+ else if( auto simpleGenericParam = declRef.as<GenericTypeParamDecl>() )
+ {
+ // A bare generic type parameter can come up during layout
+ // of a generic entry point (or an entry point nested in
+ // a generic type). For now we will just pretend like
+ // the fields of generic parameter type take no space,
+ // since there is no reasonable way to account for them
+ // in the resulting layout.
+ //
+ // TODO: It might be better to completely ignore generic
+ // entry points during initial layout, but doing so would
+ // mean that users couldn't get layout information on
+ // any parameters, even those that don't depend on
+ // generics.
+ //
+ return createSimpleTypeLayout(
+ SimpleLayoutInfo(),
+ type,
+ rules);
+ }
+ else if( auto interfaceDeclRef = declRef.as<InterfaceDecl>() )
+ {
+ // When laying out a type that includes interface-type fields,
+ // we cannot know how much space the concrete type that
+ // gets stored into the field consumes.
+ //
+ // If we were doing layout for a typical CPU target, then
+ // we could just say that each interface-type field consumes
+ // some fixed number of pointers (e.g., a data pointer plus a witness
+ // table pointer).
+ //
+ // We will borrow the intuition from that and invent a new
+ // resource kind for "existential slots" which conceptually
+ // represents the indirections needed to reference the
+ // data to be referenced by this field.
+ //
+
+ RefPtr<TypeLayout> typeLayout = new TypeLayout();
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+
+ typeLayout->addResourceUsage(LayoutResourceKind::ExistentialTypeParam, 1);
+ typeLayout->addResourceUsage(LayoutResourceKind::ExistentialObjectParam, 1);
+
+ // If there are any concrete types available, the first one will be
+ // the value that should be plugged into the slot we just introduced.
+ //
+ if( context.existentialTypeArgCount )
+ {
+ RefPtr<Type> concreteType = context.existentialTypeArgs[0].type;
+
+ RefPtr<TypeLayout> concreteTypeLayout = createTypeLayout(context, concreteType);
+
+ // Layout for this specialized interface type then results
+ // in a type layout that tracks both the resource usage of the
+ // interface type itself (just the type + value slots introduced
+ // above), plus a "pending data" type that represents the value
+ // conceptually pointed to by the interface-type field/variable at runtime.
+ //
+ typeLayout->pendingDataTypeLayout = concreteTypeLayout;
+ }
+
+ return TypeLayoutResult(typeLayout, SimpleLayoutInfo());
+ }
+ }
+ else if (auto errorType = as<ErrorType>(type))
+ {
+ // An error type means that we encountered something we don't understand.
+ //
+ // We should probably inform the user with an error message here.
+
+ return createSimpleTypeLayout(
+ SimpleLayoutInfo(),
+ type,
+ rules);
+ }
+ else if( auto taggedUnionType = as<TaggedUnionType>(type) )
+ {
+ // A tagged union type needs to be laid out as the maximum
+ // size of any constituent type.
+ //
+ // In practice, only a tagged union of uniform data will
+ // work, but for now we will compute the maximum usage
+ // for each resource kind for generality.
+ //
+ // For the uniform data we will start with a size
+ // of zero and an alignment of one for our base case
+ // (this is what a tagged union of no cases would consume).
+ //
+ UniformLayoutInfo info(0, 1);
+
+ RefPtr<TaggedUnionTypeLayout> taggedUnionLayout = new TaggedUnionTypeLayout();
+ taggedUnionLayout->type = type;
+ taggedUnionLayout->rules = rules;
+
+ // Now we iterate over the case types and see if they
+ // change our computed maximum size/alignement.
+ //
+ for( auto caseType : taggedUnionType->caseTypes )
+ {
+ // Note: A tagged union type is not expected to have any existential/interface type
+ // slots; the case types that are provided must be fully specialized before the union is
+ // formed. Thus we don't need to mess around with existential type slots here the
+ // way we do for the `struct` case.
+
+ auto caseTypeResult = _createTypeLayout(context, caseType);
+ RefPtr<TypeLayout> caseTypeLayout = caseTypeResult.layout;
+ UniformLayoutInfo caseTypeInfo = caseTypeResult.info.getUniformLayout();
+
+ info.size = maximum(info.size, caseTypeInfo.size);
+ info.alignment = std::max(info.alignment, caseTypeInfo.alignment);
+
+ // We need to remember the layout of the case type
+ // on the final `TaggedUnionTypeLayout`.
+ //
+ taggedUnionLayout->caseTypeLayouts.add(caseTypeLayout);
+
+ // We also need to consider contributions for other
+ // resource kinds beyond uniform data.
+ //
+ for( auto caseResInfo : caseTypeLayout->resourceInfos )
+ {
+ auto unionResInfo = taggedUnionLayout->findOrAddResourceInfo(caseResInfo.kind);
+ unionResInfo->count = maximum(unionResInfo->count, caseResInfo.count);
+ }
+ }
+
+ // After we've computed the size required to hold all the
+ // case types, we will allocate space for the tag field.
+ //
+ // TODO: This assumes the tag will always be allocated out
+ // of uniform storage, which means we can't support a tagged
+ // union as part of a varying input/output signature. That is
+ // probably a valid limitation, but it should get enforced
+ // somewhere along the way.
+ //
+ {
+ // The tag is always a `uint` for now.
+ //
+ auto tagInfo = context.rules->GetScalarLayout(BaseType::UInt);
+ info.size = RoundToAlignment(info.size, tagInfo.alignment);
+
+ taggedUnionLayout->tagOffset = info.size;
+
+ info.size += tagInfo.size;
+ info.alignment = std::max(info.alignment, tagInfo.alignment);
+ }
+
+ // As a final step, if we are computing a full `TypeLayout`
+ // we will make sure that its information on uniform layout
+ // matches what we've computed in the `UniformLayoutInfo` we return.
+ //
+ taggedUnionLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->count = info.size;
+ taggedUnionLayout->uniformAlignment = info.alignment;
+
+ return TypeLayoutResult(taggedUnionLayout, info);
+ }
+ else if( auto existentialSpecializedType = as<ExistentialSpecializedType>(type) )
+ {
+ TypeLayoutContext subContext = context.withExistentialTypeArgs(
+ existentialSpecializedType->slots.args.getCount(),
+ existentialSpecializedType->slots.args.getBuffer());
+
+ auto baseTypeLayoutResult = _createTypeLayout(
+ subContext,
+ existentialSpecializedType->baseType);
+
+ UniformLayoutInfo info = rules->BeginStructLayout();
+ rules->AddStructField(&info, baseTypeLayoutResult.info.getUniformLayout());
+
+ RefPtr<ExistentialSpecializedTypeLayout> typeLayout = new ExistentialSpecializedTypeLayout();
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+
+ RefPtr<VarLayout> pendingDataVarLayout = new VarLayout();
+ if(auto pendingDataTypeLayout = baseTypeLayoutResult.layout->pendingDataTypeLayout)
+ {
+ for( auto pendingResInfo : pendingDataTypeLayout->resourceInfos )
+ {
+ auto kind = pendingResInfo.kind;
+ UInt index = 0;
+ if( kind == LayoutResourceKind::Uniform )
+ {
+ LayoutSize uniformOffset = rules->AddStructField(
+ &info,
+ makeTypeLayoutResult(pendingDataTypeLayout).info.getUniformLayout());
+
+ index = uniformOffset.getFiniteValue();
+ }
+ else
+ {
+ if(auto primaryResInfo = baseTypeLayoutResult.layout->FindResourceInfo(kind))
+ index = primaryResInfo->count.getFiniteValue();
+ }
+ pendingDataVarLayout->AddResourceInfo(kind)->index = index;
+ }
+ }
+
+ typeLayout->baseTypeLayout = baseTypeLayoutResult.layout;
+ typeLayout->pendingDataVarLayout = pendingDataVarLayout;
+
+ return makeTypeLayoutResult(typeLayout);
+ }
+
+ // catch-all case in case nothing matched
+ SLANG_ASSERT(!"unimplemented case in type layout");
+ return createSimpleTypeLayout(
+ SimpleLayoutInfo(),
+ type,
+ rules);
+}
+
+RefPtr<TypeLayout> getSimpleVaryingParameterTypeLayout(
+ TypeLayoutContext const& context,
+ Type* type,
+ EntryPointParameterDirectionMask directionMask)
+{
+ auto rules = context.rules;
+
+ // TODO: This logic should ideally share as much
+ // as possible with the `_createTypeLayout` function,
+ // to avoid duplication, but we also have to deal
+ // with the many ways in which varying parameter
+ // layout differs from non-varying layout.
+
+ // We will compute resource consumption for the type
+ // as a varying input, output, or both/neither.
+ // To avoid duplication, we'll build an array that
+ // includes all the layout rules we need to apply.
+ //
+ int varyingRulesCount = 0;
+ LayoutRulesImpl* varyingRules[2];
+
+ if( directionMask & kEntryPointParameterDirection_Input )
+ {
+ varyingRules[varyingRulesCount++] = context.getRulesFamily()->getVaryingInputRules();
+ }
+ if( directionMask & kEntryPointParameterDirection_Output )
+ {
+ varyingRules[varyingRulesCount++] = context.getRulesFamily()->getVaryingOutputRules();
+ }
+
+ if(auto basicType = as<BasicExpressionType>(type))
+ {
+ auto baseType = basicType->baseType;
+
+ RefPtr<TypeLayout> typeLayout = new TypeLayout();
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+
+ for( int rr = 0; rr < varyingRulesCount; ++rr )
+ {
+ auto info = varyingRules[rr]->GetScalarLayout(baseType);
+ typeLayout->addResourceUsage(info.kind, info.size);
+ }
+
+ return typeLayout;
+ }
+ else if(auto vecType = as<VectorExpressionType>(type))
+ {
+ auto elementType = vecType->elementType;
+ size_t elementCount = (size_t) GetIntVal(vecType->elementCount);
+
+ BaseType elementBaseType = BaseType::Void;
+ if( auto elementBasicType = as<BasicExpressionType>(elementType) )
+ {
+ elementBaseType = elementBasicType->baseType;
+ }
+
+ // Note that we do *not* add any resource usage to the type
+ // layout for the element type, because we currently cannot count
+ // varying parameter usage at a granularity finer than
+ // individual "locations."
+ //
+ RefPtr<TypeLayout> elementTypeLayout = new TypeLayout();
+ elementTypeLayout->type = elementType;
+ elementTypeLayout->rules = rules;
+
+ RefPtr<VectorTypeLayout> typeLayout = new VectorTypeLayout();
+ typeLayout->type = vecType;
+ typeLayout->rules = rules;
+ typeLayout->elementTypeLayout = elementTypeLayout;
+
+ for( int rr = 0; rr < varyingRulesCount; ++rr )
+ {
+ auto varyingRuleSet = varyingRules[rr];
+ auto elementInfo = varyingRuleSet->GetScalarLayout(elementBaseType);
+ auto info = varyingRuleSet->GetVectorLayout(elementInfo, elementCount);
+ typeLayout->addResourceUsage(info.kind, info.size);
+ }
+
+ return typeLayout;
+ }
+ else if(auto matType = as<MatrixExpressionType>(type))
+ {
+ size_t rowCount = (size_t) GetIntVal(matType->getRowCount());
+ size_t colCount = (size_t) GetIntVal(matType->getColumnCount());
+ auto elementType = matType->getElementType();
+
+ BaseType elementBaseType = BaseType::Void;
+ if( auto elementBasicType = as<BasicExpressionType>(elementType) )
+ {
+ elementBaseType = elementBasicType->baseType;
+ }
+
+ // Just as for `_createTypeLayout`, we need to handle row- and
+ // column-major matrices differently, to ensure we get
+ // the expected layout.
+ //
+ // A varying parameter with row-major layout is effectively
+ // just an array of row vectors, while a column-major one
+ // is just an array of column vectors.
+ //
+ size_t layoutMajorCount = rowCount;
+ size_t layoutMinorCount = colCount;
+ if (context.matrixLayoutMode == kMatrixLayoutMode_ColumnMajor)
+ {
+ size_t tmp = layoutMajorCount;
+ layoutMajorCount = layoutMinorCount;
+ layoutMinorCount = tmp;
+ }
+
+ RefPtr<TypeLayout> elementTypeLayout = new TypeLayout();
+ elementTypeLayout->type = elementType;
+ elementTypeLayout->rules = rules;
+
+ RefPtr<VectorTypeLayout> rowTypeLayout = new VectorTypeLayout();
+ rowTypeLayout->type = matType->getRowType();
+ rowTypeLayout->rules = rules;
+ rowTypeLayout->elementTypeLayout = elementTypeLayout;
+
+ RefPtr<MatrixTypeLayout> typeLayout = new MatrixTypeLayout();
+ typeLayout->type = type;
+ typeLayout->rules = rules;
+ typeLayout->elementTypeLayout = rowTypeLayout;
+ typeLayout->mode = context.matrixLayoutMode;
+
+ for( int rr = 0; rr < varyingRulesCount; ++rr )
+ {
+ auto varyingRuleSet = varyingRules[rr];
+ auto elementInfo = varyingRuleSet->GetScalarLayout(elementBaseType);
+
+ auto info = varyingRuleSet->GetMatrixLayout(elementInfo, layoutMajorCount, layoutMinorCount);
+ typeLayout->addResourceUsage(info.kind, info.size);
+
+ if(context.matrixLayoutMode == kMatrixLayoutMode_RowMajor)
+ {
+ // For row-major matrices only, we can compute an effective
+ // resource usage for the row type.
+ auto rowInfo = varyingRuleSet->GetVectorLayout(elementInfo, colCount);
+ rowTypeLayout->addResourceUsage(rowInfo.kind, rowInfo.size);
+ }
+ }
+
+ return typeLayout;
+ }
+
+ // catch-all case in case nothing matched
+ SLANG_ASSERT(!"unimplemented case for varying parameter layout");
+ return createSimpleTypeLayout(
+ SimpleLayoutInfo(),
+ type,
+ rules).layout;
+}
+
+RefPtr<TypeLayout> createTypeLayout(
+ TypeLayoutContext const& context,
+ Type* type)
+{
+ return _createTypeLayout(context, type).layout;
+}
+
+void TypeLayout::addResourceUsageFrom(TypeLayout* otherTypeLayout)
+{
+ for(auto resInfo : otherTypeLayout->resourceInfos)
+ addResourceUsage(resInfo);
+}
+
+
+RefPtr<TypeLayout> TypeLayout::unwrapArray()
+{
+ TypeLayout* typeLayout = this;
+
+ while(auto arrayTypeLayout = as<ArrayTypeLayout>(typeLayout))
+ typeLayout = arrayTypeLayout->elementTypeLayout;
+
+ return typeLayout;
+}
+
+
+RefPtr<GlobalGenericParamDecl> GenericParamTypeLayout::getGlobalGenericParamDecl()
+{
+ auto declRefType = as<DeclRefType>(type);
+ SLANG_ASSERT(declRefType);
+ auto rsDeclRef = declRefType->declRef.as<GlobalGenericParamDecl>();
+ return rsDeclRef.getDecl();
+}
+
+} // namespace Slang