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-rw-r--r--source/slang/type-layout.cpp1009
1 files changed, 636 insertions, 373 deletions
diff --git a/source/slang/type-layout.cpp b/source/slang/type-layout.cpp
index 77588036d..ce767fc8b 100644
--- a/source/slang/type-layout.cpp
+++ b/source/slang/type-layout.cpp
@@ -878,30 +878,6 @@ bool IsResourceKind(LayoutResourceKind kind)
}
- /// A custom tuple to capture the outputs of type layout
-struct TypeLayoutResult
-{
- /// The actual heap-allocated layout object with all the details
- RefPtr<TypeLayout> layout;
-
- /// A simplified representation of layout information.
- ///
- /// This information is suitable for the case where a type only
- /// consumes a single resource.
- ///
- SimpleLayoutInfo info;
-
- /// Default constructor.
- TypeLayoutResult()
- {}
-
- /// Construct a result from the given layout object and simple layout info.
- TypeLayoutResult(RefPtr<TypeLayout> inLayout, SimpleLayoutInfo const& inInfo)
- : layout(inLayout)
- , info(inInfo)
- {}
-};
-
/// Create a type layout for a type that has simple layout needs.
///
/// This handles any type that can express its layout in `SimpleLayoutInfo`,
@@ -1090,18 +1066,17 @@ static bool shouldAllocateRegisterSpaceForParameterBlock(
}
// Given an existing type layout `oldTypeLayout`, apply offsets
-// to any contained fields based on the resource infos in `offsetTypeLayout`
-// *and* the usage implied by `offsetLayout`
+// to any contained fields based on the resource infos in `offsetVarLayout`.
RefPtr<TypeLayout> applyOffsetToTypeLayout(
RefPtr<TypeLayout> oldTypeLayout,
- RefPtr<TypeLayout> offsetTypeLayout)
+ 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 = offsetTypeLayout->FindResourceInfo(oldResInfo.kind))
+ if (auto offsetResInfo = offsetVarLayout->FindResourceInfo(oldResInfo.kind))
{
anyHit = true;
break;
@@ -1138,12 +1113,9 @@ RefPtr<TypeLayout> applyOffsetToTypeLayout(
auto newResInfo = newField->findOrAddResourceInfo(oldResInfo.kind);
newResInfo->index = oldResInfo.index;
newResInfo->space = oldResInfo.space;
- if (auto offsetResInfo = offsetTypeLayout->FindResourceInfo(oldResInfo.kind))
+ if (auto offsetResInfo = offsetVarLayout->FindResourceInfo(oldResInfo.kind))
{
- // We should not be trying to offset things by an infinite amount,
- // since that would leave all the indices undefined.
- SLANG_RELEASE_ASSERT(offsetResInfo->count.isFinite());
- newResInfo->index += offsetResInfo->count.getFiniteValue();
+ newResInfo->index += offsetResInfo->index;
}
}
@@ -1180,273 +1152,466 @@ RefPtr<TypeLayout> applyOffsetToTypeLayout(
return newTypeLayout;
}
- /// Take a type layout that might include pending items and fold them into the layout.
-static RefPtr<TypeLayout> flushPendingItems(
- TypeLayoutContext const& context,
- RefPtr<TypeLayout> layout)
+static bool _usesResourceKind(RefPtr<TypeLayout> typeLayout, LayoutResourceKind kind)
{
- SLANG_UNUSED(context);
+ auto resInfo = typeLayout->FindResourceInfo(kind);
+ return resInfo && resInfo->count != 0;
+}
- // If there are no pending items on the layout,
- // then there is nothing to be done.
- //
- if(layout->pendingItems.Count() == 0)
- return layout;
+static bool _usesOrdinaryData(RefPtr<TypeLayout> typeLayout)
+{
+ return _usesResourceKind(typeLayout, LayoutResourceKind::Uniform);
+}
- // We need to compute a new type layout that reflects
- // the resource usage of the provided `layout`, plus
- // any resource usage for the pending items.
- //
- // TODO: To be correct we should construct a new `TypeLayout`
- // of the same class, but that would take more work, so
- // we'll re-use the one we already have... kind of gross...
- //
- for( auto pendingItem : layout->pendingItems )
+ /// 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 )
{
- auto itemTypeLayout = pendingItem.getTypeLayout();
-
- // Any resources used by a pending item should be
- // billed against the flushed layout we are computing.
- //
- // TODO: We need to make this handlde ordinary/uniform
- // data carefully, so that it respects alignment and
- // other layout rules for the target.
- //
- // TODO: We should only be adding in resource usage
- // that can be "hidden" by the type of parameter block
- // being built (e.g., only a `ParameterBlock` that allocates
- // full `set`s/`space`s can hide the `register`s/`binding`s
- // used by resource fields).
- //
- // TODO: we need to write something back to the item,
- // which should have a `VarLayout` or something like
- // that attached to it!
- //
- for( auto resInfo : itemTypeLayout->resourceInfos )
+ switch( resInfo.kind )
{
- layout->addResourceUsage(resInfo);
+ 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;
}
}
- layout->pendingItems.Clear();
-
- return layout;
}
-static RefPtr<ParameterGroupTypeLayout> _createParameterGroupTypeLayout(
+static RefPtr<TypeLayout> _createParameterGroupTypeLayout(
TypeLayoutContext const& context,
RefPtr<ParameterGroupType> parameterGroupType,
- SimpleLayoutInfo parameterGroupInfo,
RefPtr<TypeLayout> rawElementTypeLayout)
{
- // If there are any "pending" items that need to be laid out in
- // the element type of the parameter group, then we want to flush
- // them here.
+ // We are being asked to create a layout for a parameter group,
+ // which is curently either a `ParameterBlock<T>` or a `ConstantBuffer<T>`
//
- // TODO: We might need to make this only flush *parts* of the pending
- // items, based on what the parameter group can absorb, and leave
- // other parts still pending in the type layout we return...
- //
- rawElementTypeLayout = flushPendingItems(
- context.with(context.getRulesFamily()->getConstantBufferRules()),
- rawElementTypeLayout);
-
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;
- // The layout of the constant buffer if it gets stored
- // in another constant buffer is just what we computed
- // originally (which should be a single binding "slot"
- // and hence no uniform data).
- //
- SLANG_RELEASE_ASSERT(parameterGroupInfo.kind != LayoutResourceKind::Uniform);
- typeLayout->uniformAlignment = 1;
- containerTypeLayout->uniformAlignment = 1;
-
- // TODO(tfoley): There is a subtle question here of whether
- // a constant buffer declaration that then contains zero
- // bytes of uniform data should actually allocate a CB
- // binding slot. For now I'm going to try to ignore it,
- // but handling this robustly could let other code
- // simply handle the "global scope" as a giant outer
- // CB declaration...
-
- // Make sure that we allocate resource usage for the
- // parameter block itself.
- if( parameterGroupInfo.size != 0 )
- {
- containerTypeLayout->addResourceUsage(
- parameterGroupInfo.kind,
- parameterGroupInfo.size);
- }
-
- // There are several different cases that need to be handled here,
- // depending on whether we have a `ParameterBlock`, a `ConstantBuffer`,
- // or some other kind of parameter group. Furthermore, in the
- // `ParameterBlock` case, we need to deal with different layout
- // rules depending on whether a block should map to a register `space`
- // in HLSL or not.
-
- // Check if we are working with a parameter block...
+ // 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);
-
- // Check if we have a parameter block *and* it should be
- // allocated into its own register space(s)
- bool ownRegisterSpace = false;
- if (parameterBlockType)
+ if( parameterBlockType )
{
- // Should we allocate this block its own register space?
+ // We also can't allocate a `space` or `set` unless the compilation
+ // target actually supports them.
+ //
if( shouldAllocateRegisterSpaceForParameterBlock(context) )
{
- ownRegisterSpace = true;
+ canUseSpaceOrSet = true;
}
+ }
- // If we need a register space, then maybe allocate one.
- if( ownRegisterSpace )
- {
- // The basic logic here is that if the parameter block only
- // contains other parameter blocks (which themselves have
- // their own register spaces), then we don't need to
- // allocate *yet another* register space for the block.
-
- bool needsARegisterSpace = false;
- for( auto elementResourceInfo : rawElementTypeLayout->resourceInfos )
- {
- if(elementResourceInfo.kind != LayoutResourceKind::RegisterSpace)
- {
- needsARegisterSpace = true;
- break;
- }
- }
-
- // If we determine that a register space is needed, then add one here.
- if( needsARegisterSpace )
- {
- typeLayout->addResourceUsage(LayoutResourceKind::RegisterSpace, 1);
- }
- }
+ // 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.
- // Next, we check if the parameter block has any uniform data, since
- // that means we need to allocate a constant-buffer binding for it.
- bool anyUniformData = false;
- if(auto elementUniformInfo = rawElementTypeLayout->FindResourceInfo(LayoutResourceKind::Uniform) )
+ for( auto elementResourceInfo : rawElementTypeLayout->resourceInfos )
{
- if( elementUniformInfo->count != 0 )
+ if(elementResourceInfo.kind != LayoutResourceKind::RegisterSpace)
{
- // We have a non-zero number of bytes of uniform data here.
- anyUniformData = true;
+ wantSpaceOrSet = true;
+ break;
}
}
- if( anyUniformData )
- {
- // We need to ensure that the block itself consumes at least one "register" for its
- // constant buffer part.
- auto cbUsage = parameterGroupRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
- containerTypeLayout->addResourceUsage(cbUsage.kind, cbUsage.size);
- }
}
- // The layout for the element type was computed without any knowledge
- // of what resources the parent type was going to consume; we now
- // need to go through and offset that any starting locations (e.g.,
- // in nested `StructTypeLayout`s) based on what we allocated to
- // the parent.
+ // 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.
//
- // Note: at the moment, constant buffers apply their own offsetting
- // logic elsewhere, so we need to only do this logic for parameter blocks
- RefPtr<TypeLayout> offsetTypeLayout = applyOffsetToTypeLayout(rawElementTypeLayout, containerTypeLayout);
- typeLayout->offsetElementTypeLayout = offsetTypeLayout;
-
+ if( wantSpaceOrSet )
+ {
+ containerTypeLayout->addResourceUsage(LayoutResourceKind::RegisterSpace, 1);
+ }
- RefPtr<VarLayout> containerVarLayout = new VarLayout();
- containerVarLayout->typeLayout = containerTypeLayout;
+ // 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);
}
- typeLayout->containerVarLayout = containerVarLayout;
- // We will construct a dummy variable layout to represent the offsettting
- // that needs to be applied to the element type to put it after the
- // container.
- RefPtr<VarLayout> elementVarLayout = new VarLayout();
- elementVarLayout->typeLayout = rawElementTypeLayout;
+ // 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();
}
}
- typeLayout->elementVarLayout = elementVarLayout;
- if (ownRegisterSpace)
+ // 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 )
{
- // A parameter block type that gets its own register space will only
- // include resource usage from the element type when it itself consumes
- // whole register spaces.
- if (auto elementResInfo = rawElementTypeLayout->FindResourceInfo(LayoutResourceKind::RegisterSpace))
+ 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 )
{
- typeLayout->addResourceUsage(*elementResInfo);
+ for( auto resInfo : pendingElementTypeLayout->resourceInfos )
+ {
+ if( resInfo.kind != LayoutResourceKind::RegisterSpace )
+ {
+ pendingDataWantsSpaceOrSet = true;
+ break;
+ }
+ }
}
- }
- else
- {
- // If the parameter block is *not* getting its own regsiter space, then
- // it needs to include the resource usage from the "container" type, plus
- // any relevant resource usage for the element type.
- // We start by accumulating any resource usage from the container.
- for (auto containerResourceInfo : containerTypeLayout->resourceInfos)
+ // 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 )
{
- typeLayout->addResourceUsage(containerResourceInfo);
+ 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;
}
- // Now we will (possibly) accumulate the resources used by the element
- // type into the resources used by the parameter group. The reason
- // this is "possibly" is because, e.g., a `ConstantBuffer<Foo>` should
- // not report itself as consuming `sizeof(Foo)` bytes of uniform data,
- // or else it would mess up layout for any type that contains the
- // constant buffer.
- for( auto elementResourceInfo : rawElementTypeLayout->resourceInfos )
+ // 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 )
{
- switch( elementResourceInfo.kind )
- {
- case LayoutResourceKind::Uniform:
- // Uniform resource usages will always be hidden.
- break;
+ auto cbUsage = rules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
+ pendingContainerTypeLayout->addResourceUsage(cbUsage.kind, cbUsage.size);
- default:
- // All other register types will not be hidden,
- // since we aren't in the case where the parameter group
- // gets its own register space.
- typeLayout->addResourceUsage(elementResourceInfo);
- break;
+ 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);
- return typeLayout;
-}
+ // 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);
-static bool usesResourceKind(RefPtr<TypeLayout> typeLayout, LayoutResourceKind kind)
-{
- auto resInfo = typeLayout->FindResourceInfo(kind);
- return resInfo && resInfo->count != 0;
-}
+ // 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.
-static bool usesOrdinaryData(RefPtr<TypeLayout> typeLayout)
-{
- return usesResourceKind(typeLayout, LayoutResourceKind::Uniform);
+ // 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?
@@ -1454,15 +1619,15 @@ static bool needsConstantBuffer(RefPtr<TypeLayout> elementTypeLayout)
{
// We need a constant buffer if the element type has ordinary/uniform data.
//
- if(usesOrdinaryData(elementTypeLayout))
+ if(_usesOrdinaryData(elementTypeLayout))
return true;
- // We also need a constant buffer if there are any "pending"
- // items that need ordinary/uniform data allocated to them.
+ // We also need a constant buffer if there is any "pending"
+ // data that need ordinary/uniform data allocated to them.
//
- for( auto pendingItem : elementTypeLayout->pendingItems )
+ if(auto pendingDataTypeLayout = elementTypeLayout->pendingDataTypeLayout)
{
- if(usesOrdinaryData(pendingItem.getTypeLayout()))
+ if(_usesOrdinaryData(pendingDataTypeLayout))
return true;
}
@@ -1487,50 +1652,29 @@ RefPtr<TypeLayout> createConstantBufferTypeLayoutIfNeeded(
.with(parameterGroupRules)
.with(context.targetReq->getDefaultMatrixLayoutMode()),
nullptr,
- parameterGroupRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer),
elementTypeLayout);
}
-static RefPtr<ParameterGroupTypeLayout> _createParameterGroupTypeLayout(
+static RefPtr<TypeLayout> _createParameterGroupTypeLayout(
TypeLayoutContext const& context,
RefPtr<ParameterGroupType> parameterGroupType,
RefPtr<Type> elementType,
LayoutRulesImpl* elementTypeRules)
{
- auto parameterGroupRules = context.rules;
-
- // First compute resource usage of the block itself.
- // For now we assume that the layout of the block can
- // always be described in a `SimpleLayoutInfo` (only
- // a single resource kind consumed).
- SimpleLayoutInfo info;
- if (parameterGroupType)
- {
- info = getParameterGroupLayoutInfo(
- parameterGroupType,
- parameterGroupRules);
- }
- else
- {
- // If there is no concrete type, then it seems like we are
- // being asked to compute layout for the global scope
- info = parameterGroupRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer);
- }
-
- // Now compute a layout for the elements of the parameter block.
- // Note that we need to be careful and deal with the case where
- // the elements of the block use the same resource kind consumed
- // by the block itself.
-
+ // 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,
- info,
elementTypeLayout);
}
@@ -1569,7 +1713,7 @@ LayoutRulesImpl* getParameterBufferElementTypeLayoutRules(
}
}
-RefPtr<ParameterGroupTypeLayout> createParameterGroupTypeLayout(
+RefPtr<TypeLayout> createParameterGroupTypeLayout(
TypeLayoutContext const& context,
RefPtr<ParameterGroupType> parameterGroupType)
{
@@ -1962,6 +2106,197 @@ static RefPtr<TypeLayout> maybeAdjustLayoutForArrayElementType(
}
}
+ /// 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.Count() == 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);
+ 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)
@@ -2365,20 +2700,11 @@ static TypeLayoutResult _createTypeLayout(
if (auto structDeclRef = declRef.as<StructDecl>())
{
- RefPtr<StructTypeLayout> typeLayout = new StructTypeLayout();
- typeLayout->type = type;
- typeLayout->rules = rules;
-
- // The layout of a `struct` type is computed in the somewhat
- // obvious fashion by keeping a running counter of the resource
- // usage for each kind of resource, and then for a field that
- // uses a given resource, assigning it the current offset and
- // then bumping the offset by the field size. In the case of
- // uniform data we also need to deal with alignment and other
- // detailed layout rules.
-
- UniformLayoutInfo info = rules->BeginStructLayout();
+ 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.
@@ -2409,105 +2735,37 @@ static TypeLayoutResult _createTypeLayout(
fieldLayoutContext,
GetType(field).Ptr(),
field.getDecl());
- 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 = info.size;
- if(fieldInfo.size != 0)
- {
- uniformOffset = rules->AddStructField(&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;
- typeLayout->fields.Add(fieldLayout);
- 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 = typeLayout->findOrAddResourceInfo(LayoutResourceKind::RegisterSpace);
- auto spaceOffset = structTypeSpaceResourceInfo->count;
- structTypeSpaceResourceInfo->count += 1;
+ auto fieldTypeLayout = fieldResult.layout;
- // 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 = typeLayout->findOrAddResourceInfo(fieldTypeResourceInfo.kind);
- fieldResourceInfo->index = structTypeResourceInfo->count.getFiniteValue();
- structTypeResourceInfo->count += fieldTypeResourceInfo.count;
- }
- }
+ auto fieldVarLayout = typeLayoutBuilder.addField(field, fieldResult);
- // Fields of a structure type may have existential/interface type,
- // or nested existential/interface-type fields. When doing layout
- // for a specialized program, these will show up as "pending" types
- // that need to be laid out at the end of the surrounding block/container.
- //
- // Any pending types on fields of a structure become pending types
- // on the structure itself.
+ // 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.
//
- for( auto pendingItem : fieldTypeLayout->pendingItems )
+ if(auto fieldPendingDataTypeLayout = fieldTypeLayout->pendingDataTypeLayout)
{
- typeLayout->pendingItems.Add(pendingItem);
+ // 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;
}
}
- rules->EndStructLayout(&info);
+ typeLayoutBuilder.endLayout();
+ pendingDataTypeLayoutBuilder.endLayout();
- typeLayout->uniformAlignment = info.alignment;
- typeLayout->addResourceUsage(LayoutResourceKind::Uniform, info.size);
+ if( auto pendingDataTypeLayout = pendingDataTypeLayoutBuilder.getTypeLayout() )
+ {
+ typeLayout->pendingDataTypeLayout = pendingDataTypeLayout;
+ }
- return TypeLayoutResult(typeLayout, info);
+ return typeLayoutBuilder.getTypeLayoutResult();
}
else if (auto globalGenParam = declRef.as<GlobalGenericParamDecl>())
{
@@ -2582,12 +2840,10 @@ static TypeLayoutResult _createTypeLayout(
// 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" type that represents the value
+ // above), plus a "pending data" type that represents the value
// conceptually pointed to by the interface-type field/variable at runtime.
//
- TypeLayout::PendingItem pendingItem;
- pendingItem.typeLayout = concreteTypeLayout;
- typeLayout->pendingItems.Add(pendingItem);
+ typeLayout->pendingDataTypeLayout = concreteTypeLayout;
}
return TypeLayoutResult(typeLayout, SimpleLayoutInfo());
@@ -2854,6 +3110,13 @@ RefPtr<TypeLayout> createTypeLayout(
return _createTypeLayout(context, type).layout;
}
+void TypeLayout::addResourceUsageFrom(TypeLayout* otherTypeLayout)
+{
+ for(auto resInfo : otherTypeLayout->resourceInfos)
+ addResourceUsage(resInfo);
+}
+
+
RefPtr<TypeLayout> TypeLayout::unwrapArray()
{
TypeLayout* typeLayout = this;