// parameter-binding.cpp #include "parameter-binding.h" #include "lookup.h" #include "compiler.h" #include "type-layout.h" #include "../../slang.h" namespace Slang { struct ParameterInfo; // Information on ranges of registers already claimed/used struct UsedRange { // What parameter has claimed this range? ParameterInfo* parameter = nullptr; // Begin/end of the range (half-open interval) UInt begin; UInt end; }; bool operator<(UsedRange left, UsedRange right) { if (left.begin != right.begin) return left.begin < right.begin; if (left.end != right.end) return left.end < right.end; return false; } static bool rangesOverlap(UsedRange const& x, UsedRange const& y) { SLANG_ASSERT(x.begin <= x.end); SLANG_ASSERT(y.begin <= y.end); // If they don't overlap, then one must be earlier than the other, // and that one must therefore *end* before the other *begins* if (x.end <= y.begin) return false; if (y.end <= x.begin) return false; // Otherwise they must overlap return true; } struct UsedRanges { List ranges; // Add a range to the set, either by extending // an existing range, or by adding a new one... // // If we find that the new range overlaps with // an existing range for a *different* parameter // then we return that parameter so that the // caller can issue an error. ParameterInfo* Add(UsedRange const& range) { ParameterInfo* newParam = range.parameter; ParameterInfo* existingParam = nullptr; for (auto& rr : ranges) { if (rangesOverlap(rr, range) && rr.parameter && rr.parameter != newParam) { // there was an overlap! existingParam = rr.parameter; } } for (auto& rr : ranges) { if (rr.begin == range.end) { rr.begin = range.begin; return existingParam; } else if (rr.end == range.begin) { rr.end = range.end; return existingParam; } } ranges.Add(range); ranges.Sort(); return existingParam; } ParameterInfo* Add(ParameterInfo* param, UInt begin, UInt end) { UsedRange range; range.parameter = param; range.begin = begin; range.end = end; return Add(range); } // Try to find space for `count` entries UInt Allocate(ParameterInfo* param, UInt count) { UInt begin = 0; UInt rangeCount = ranges.Count(); for (UInt rr = 0; rr < rangeCount; ++rr) { // try to fit in before this range... UInt end = ranges[rr].begin; // If there is enough space... if (end >= begin + count) { // ... then claim it and be done Add(param, begin, begin + count); return begin; } // ... otherwise, we need to look at the // space between this range and the next begin = ranges[rr].end; } // We've run out of ranges to check, so we // can safely go after the last one! Add(param, begin, begin + count); return begin; } }; struct ParameterBindingInfo { size_t space; size_t index; size_t count; }; enum { kLayoutResourceKindCount = SLANG_PARAMETER_CATEGORY_COUNT, }; struct UsedRangeSet : RefObject { // Information on what ranges of "registers" have already // been claimed, for each resource type UsedRanges usedResourceRanges[kLayoutResourceKindCount]; }; // Information on a single parameter struct ParameterInfo : RefObject { // Layout info for the concrete variables that will make up this parameter List> varLayouts; ParameterBindingInfo bindingInfo[kLayoutResourceKindCount]; // The next parameter that has the same name... ParameterInfo* nextOfSameName; // The translation unit this parameter is specific to, if any TranslationUnitRequest* translationUnit = nullptr; ParameterInfo() { // Make sure we aren't claiming any resources yet for( int ii = 0; ii < kLayoutResourceKindCount; ++ii ) { bindingInfo[ii].count = 0; } } }; struct EntryPointParameterBindingContext { // What ranges of resources bindings are already claimed for this translation unit UsedRangeSet usedRangeSet; }; // State that is shared during parameter binding, // across all translation units struct SharedParameterBindingContext { // The base compile request CompileRequest* compileRequest; LayoutRulesFamilyImpl* defaultLayoutRules; // All shader parameters we've discovered so far, and started to lay out... List> parameters; // The program layout we are trying to construct RefPtr programLayout; // What ranges of resources bindings are already claimed at the global scope? // We store one of these for each declared binding space/set. // Dictionary> globalSpaceUsedRangeSets; // What ranges of resource bindings are claimed for particular translation unit? // This is only used for varying input/output. // Dictionary> translationUnitUsedRangeSets; }; static DiagnosticSink* getSink(SharedParameterBindingContext* shared) { return &shared->compileRequest->mSink; } // State that might be specific to a single translation unit // or event to an entry point. struct ParameterBindingContext { // The translation unit we are processing right now TranslationUnitRequest* translationUnit; // All the shared state needs to be available SharedParameterBindingContext* shared; // The layout rules to use while computing usage... LayoutRulesFamilyImpl* layoutRules; // A dictionary to accellerate looking up parameters by name Dictionary mapNameToParameterInfo; // What stage (if any) are we compiling for? Stage stage; // The source language we are trying to use SourceLanguage sourceLanguage; }; static DiagnosticSink* getSink(ParameterBindingContext* context) { return getSink(context->shared); } struct LayoutSemanticInfo { LayoutResourceKind kind; // the register kind UInt space; UInt index; // TODO: need to deal with component-granularity binding... }; LayoutSemanticInfo ExtractLayoutSemanticInfo( ParameterBindingContext* /*context*/, HLSLLayoutSemantic* semantic) { LayoutSemanticInfo info; info.space = 0; info.index = 0; info.kind = LayoutResourceKind::None; auto registerName = semantic->registerName.Content; if (registerName.Length() == 0) return info; LayoutResourceKind kind = LayoutResourceKind::None; switch (registerName[0]) { case 'b': kind = LayoutResourceKind::ConstantBuffer; break; case 't': kind = LayoutResourceKind::ShaderResource; break; case 'u': kind = LayoutResourceKind::UnorderedAccess; break; case 's': kind = LayoutResourceKind::SamplerState; break; default: // TODO: issue an error here! return info; } // TODO: need to parse and handle `space` binding int space = 0; UInt index = 0; for (UInt ii = 1; ii < registerName.Length(); ++ii) { int c = registerName[ii]; if (c >= '0' && c <= '9') { index = index * 10 + (c - '0'); } else { // TODO: issue an error here! return info; } } // TODO: handle component mask part of things... info.kind = kind; info.index = (int) index; info.space = space; return info; } // This function is supposed to determine if two global shader // parameter declarations represent the same logical parameter // (so that they should get the exact same binding(s) allocated). // static bool doesParameterMatch( ParameterBindingContext*, RefPtr varLayout, ParameterInfo*) { // Any "varying" parameter should automatically be excluded // // Note that we use the `typeLayout` field rather than // looking at resource information on the variable directly, // because this may be called when binding hasn't been performed. for (auto rr : varLayout->typeLayout->resourceInfos) { switch (rr.kind) { case LayoutResourceKind::VertexInput: case LayoutResourceKind::FragmentOutput: return false; default: break; } } // TODO: this is where we should apply a more detailed // matching process, to check that the existing // declarations conform to the same basic layout. return true; } // // Given a GLSL `layout` modifier, we need to be able to check for // a particular sub-argument and extract its value if present. template static bool findLayoutArg( RefPtr syntax, UInt* outVal) { for( auto modifier : syntax->GetModifiersOfType() ) { if( modifier ) { *outVal = (UInt) strtoull(modifier->valToken.Content.Buffer(), nullptr, 10); return true; } } return false; } template static bool findLayoutArg( DeclRef declRef, UInt* outVal) { return findLayoutArg(declRef.getDecl(), outVal); } // static Name* getReflectionName(VarDeclBase* varDecl) { if (auto reflectionNameModifier = varDecl->FindModifier()) return reflectionNameModifier->nameAndLoc.name; return varDecl->getName(); } static bool isGLSLBuiltinName(VarDeclBase* varDecl) { return getText(getReflectionName(varDecl)).StartsWith("gl_"); } RefPtr tryGetEffectiveTypeForGLSLVaryingInput( ParameterBindingContext* context, VarDeclBase* varDecl) { if (isGLSLBuiltinName(varDecl)) return nullptr; auto type = varDecl->getType(); if( varDecl->HasModifier() || type->As()) { // Special case to handle "arrayed" shader inputs, as used // for Geometry and Hull input switch( context->stage ) { case Stage::Geometry: case Stage::Hull: case Stage::Domain: // Tessellation `patch` variables should stay as written if( !varDecl->HasModifier() ) { // Unwrap array type, if prsent if( auto arrayType = type->As() ) { type = arrayType->baseType.Ptr(); } } break; default: break; } return type; } return nullptr; } RefPtr tryGetEffectiveTypeForGLSLVaryingOutput( ParameterBindingContext* context, VarDeclBase* varDecl) { if (isGLSLBuiltinName(varDecl)) return nullptr; auto type = varDecl->getType(); if( varDecl->HasModifier() || type->As()) { // Special case to handle "arrayed" shader outputs, as used // for Hull Shader output // // Note(tfoley): there is unfortunate code duplication // with the `in` case above. switch( context->stage ) { case Stage::Hull: // Tessellation `patch` variables should stay as written if( !varDecl->HasModifier() ) { // Unwrap array type, if prsent if( auto arrayType = type->As() ) { type = arrayType->baseType.Ptr(); } } break; default: break; } return type; } return nullptr; } RefPtr getTypeLayoutForGlobalShaderParameter_GLSL( ParameterBindingContext* context, VarDeclBase* varDecl) { auto rules = context->layoutRules; auto type = varDecl->getType(); // A GLSL shader parameter will be marked with // a qualifier to match the boundary it uses // // In the case of a parameter block, we will have // consumed this qualifier as part of parsing, // so that it won't be present on the declaration // any more. As such we also inspect the type // of the variable. // We want to check for a constant-buffer type with a `push_constant` layout // qualifier before we move on to anything else. if (varDecl->HasModifier() && type->As()) return CreateTypeLayout(type, rules->getPushConstantBufferRules()); // TODO(tfoley): We have multiple variations of // the `uniform` modifier right now, and that // needs to get fixed... if(varDecl->HasModifier() || type->As()) return CreateTypeLayout(type, rules->getConstantBufferRules()); if(varDecl->HasModifier() || type->As()) return CreateTypeLayout(type, rules->getShaderStorageBufferRules()); if (auto effectiveVaryingInputType = tryGetEffectiveTypeForGLSLVaryingInput(context, varDecl)) { // We expect to handle these elsewhere SLANG_DIAGNOSE_UNEXPECTED(getSink(context), varDecl, "GLSL varying input"); return CreateTypeLayout(effectiveVaryingInputType, rules->getVaryingInputRules()); } if (auto effectiveVaryingOutputType = tryGetEffectiveTypeForGLSLVaryingOutput(context, varDecl)) { // We expect to handle these elsewhere SLANG_DIAGNOSE_UNEXPECTED(getSink(context), varDecl, "GLSL varying output"); return CreateTypeLayout(effectiveVaryingOutputType, rules->getVaryingOutputRules()); } // A `const` global with a `layout(constant_id = ...)` modifier // is a declaration of a specialization constant. if(varDecl->HasModifier()) return CreateTypeLayout(type, rules->getSpecializationConstantRules()); // GLSL says that an "ordinary" global variable // is just a (thread local) global and not a // parameter return nullptr; } RefPtr getTypeLayoutForGlobalShaderParameter_HLSL( ParameterBindingContext* context, VarDeclBase* varDecl) { auto rules = context->layoutRules; auto type = varDecl->getType(); // HLSL `static` modifier indicates "thread local" if(varDecl->HasModifier()) return nullptr; // HLSL `groupshared` modifier indicates "thread-group local" if(varDecl->HasModifier()) return nullptr; // TODO(tfoley): there may be other cases that we need to handle here // An "ordinary" global variable is implicitly a uniform // shader parameter. return CreateTypeLayout(type, rules->getConstantBufferRules()); } // Determine how to lay out a global variable that might be // a shader parameter. // Returns `nullptr` if the declaration does not represent // a shader parameter. RefPtr getTypeLayoutForGlobalShaderParameter( ParameterBindingContext* context, VarDeclBase* varDecl) { switch( context->sourceLanguage ) { case SourceLanguage::Slang: case SourceLanguage::HLSL: return getTypeLayoutForGlobalShaderParameter_HLSL(context, varDecl); case SourceLanguage::GLSL: return getTypeLayoutForGlobalShaderParameter_GLSL(context, varDecl); default: SLANG_UNEXPECTED("unhandled source language"); UNREACHABLE_RETURN(nullptr); } } // enum EntryPointParameterDirection { kEntryPointParameterDirection_Input = 0x1, kEntryPointParameterDirection_Output = 0x2, }; typedef unsigned int EntryPointParameterDirectionMask; struct EntryPointParameterState { String* optSemanticName = nullptr; int* ioSemanticIndex = nullptr; EntryPointParameterDirectionMask directionMask; int semanticSlotCount; }; static RefPtr processEntryPointParameter( ParameterBindingContext* context, RefPtr type, EntryPointParameterState const& state, RefPtr varLayout); static void collectGlobalScopeGLSLVaryingParameter( ParameterBindingContext* context, RefPtr varDecl, RefPtr effectiveType, EntryPointParameterDirection direction) { int defaultSemanticIndex = 0; EntryPointParameterState state; state.directionMask = direction; state.ioSemanticIndex = &defaultSemanticIndex; RefPtr varLayout = new VarLayout(); varLayout->varDecl = makeDeclRef(varDecl.Ptr()); varLayout->typeLayout = processEntryPointParameter( context, effectiveType, state, varLayout); // Now add it to our list of reflection parameters, so // that it can get a location assigned later... ParameterInfo* parameterInfo = new ParameterInfo(); parameterInfo->translationUnit = context->translationUnit; context->shared->parameters.Add(parameterInfo); parameterInfo->varLayouts.Add(varLayout); } // Collect a single declaration into our set of parameters static void collectGlobalScopeParameter( ParameterBindingContext* context, RefPtr varDecl) { // HACK: We need to intercept GLSL varying `in` and `out` here, way earlier // in the process, so that we can avoid all kinds of nastiness that would // otherwise be applied to them. if (context->sourceLanguage == SourceLanguage::GLSL) { if (auto effectiveVaryingInputType = tryGetEffectiveTypeForGLSLVaryingInput(context, varDecl)) { collectGlobalScopeGLSLVaryingParameter(context, varDecl, effectiveVaryingInputType, kEntryPointParameterDirection_Input); return; } if (auto effectiveVaryingOutputType = tryGetEffectiveTypeForGLSLVaryingOutput(context, varDecl)) { collectGlobalScopeGLSLVaryingParameter(context, varDecl, effectiveVaryingOutputType, kEntryPointParameterDirection_Output); return; } } // We use a single operation to both check whether the // variable represents a shader parameter, and to compute // the layout for that parameter's type. auto typeLayout = getTypeLayoutForGlobalShaderParameter( context, varDecl.Ptr()); // If we did not find appropriate layout rules, then it // must mean that this global variable is *not* a shader // parameter. if(!typeLayout) return; // Now create a variable layout that we can use RefPtr varLayout = new VarLayout(); varLayout->typeLayout = typeLayout; varLayout->varDecl = DeclRef(varDecl.Ptr(), nullptr).As(); // This declaration may represent the same logical parameter // as a declaration that came from a different translation unit. // If that is the case, we want to re-use the same `VarLayout` // across both parameters. // // First we look for an existing entry matching the name // of this parameter: auto parameterName = getReflectionName(varDecl); ParameterInfo* parameterInfo = nullptr; if( context->mapNameToParameterInfo.TryGetValue(parameterName, parameterInfo) ) { // If the parameters have the same name, but don't "match" according to some reasonable rules, // then we need to bail out. if( !doesParameterMatch(context, varLayout, parameterInfo) ) { parameterInfo = nullptr; } } // If we didn't find a matching parameter, then we need to create one here if( !parameterInfo ) { parameterInfo = new ParameterInfo(); context->shared->parameters.Add(parameterInfo); context->mapNameToParameterInfo.AddIfNotExists(parameterName, parameterInfo); } else { varLayout->flags |= VarLayoutFlag::IsRedeclaration; } // Add this variable declaration to the list of declarations for the parameter parameterInfo->varLayouts.Add(varLayout); } static RefPtr findUsedRangeSetForSpace( ParameterBindingContext* context, UInt space) { RefPtr usedRangeSet; if (context->shared->globalSpaceUsedRangeSets.TryGetValue(space, usedRangeSet)) return usedRangeSet; usedRangeSet = new UsedRangeSet(); context->shared->globalSpaceUsedRangeSets.Add(space, usedRangeSet); return usedRangeSet; } static RefPtr findUsedRangeSetForTranslationUnit( ParameterBindingContext* context, TranslationUnitRequest* translationUnit) { if (!translationUnit) return findUsedRangeSetForSpace(context, 0); RefPtr usedRangeSet; if (context->shared->translationUnitUsedRangeSets.TryGetValue(translationUnit, usedRangeSet)) return usedRangeSet; usedRangeSet = new UsedRangeSet(); context->shared->translationUnitUsedRangeSets.Add(translationUnit, usedRangeSet); return usedRangeSet; } static void addExplicitParameterBinding( ParameterBindingContext* context, RefPtr parameterInfo, VarDeclBase* varDecl, LayoutSemanticInfo const& semanticInfo, UInt count, RefPtr usedRangeSet = nullptr) { auto kind = semanticInfo.kind; auto& bindingInfo = parameterInfo->bindingInfo[(int)kind]; if( bindingInfo.count != 0 ) { // We already have a binding here, so we want to // confirm that it matches the new one that is // incoming... if( bindingInfo.count != count || bindingInfo.index != semanticInfo.index || bindingInfo.space != semanticInfo.space ) { getSink(context)->diagnose(varDecl, Diagnostics::conflictingExplicitBindingsForParameter, getReflectionName(varDecl)); auto firstVarDecl = parameterInfo->varLayouts[0]->varDecl.getDecl(); if( firstVarDecl != varDecl ) { getSink(context)->diagnose(firstVarDecl, Diagnostics::seeOtherDeclarationOf, getReflectionName(firstVarDecl)); } } // TODO(tfoley): `register` semantics can technically be // profile-specific (not sure if anybody uses that)... } else { bindingInfo.count = count; bindingInfo.index = semanticInfo.index; bindingInfo.space = semanticInfo.space; if (!usedRangeSet) { usedRangeSet = findUsedRangeSetForSpace(context, semanticInfo.space); } auto overlappedParameterInfo = usedRangeSet->usedResourceRanges[(int)semanticInfo.kind].Add( parameterInfo, semanticInfo.index, semanticInfo.index + count); if (overlappedParameterInfo) { auto paramA = parameterInfo->varLayouts[0]->varDecl.getDecl(); auto paramB = overlappedParameterInfo->varLayouts[0]->varDecl.getDecl(); getSink(context)->diagnose(paramA, Diagnostics::parameterBindingsOverlap, getReflectionName(paramA), getReflectionName(paramB)); getSink(context)->diagnose(paramB, Diagnostics::seeDeclarationOf, getReflectionName(paramB)); } } } static void addExplicitParameterBindings_HLSL( ParameterBindingContext* context, RefPtr parameterInfo, RefPtr varLayout) { auto typeLayout = varLayout->typeLayout; auto varDecl = varLayout->varDecl; // If the declaration has explicit binding modifiers, then // here is where we want to extract and apply them... // Look for HLSL `register` or `packoffset` semantics. for (auto semantic : varDecl.getDecl()->GetModifiersOfType()) { // Need to extract the information encoded in the semantic LayoutSemanticInfo semanticInfo = ExtractLayoutSemanticInfo(context, semantic); auto kind = semanticInfo.kind; if (kind == LayoutResourceKind::None) continue; // TODO: need to special-case when this is a `c` register binding... // Find the appropriate resource-binding information // inside the type, to see if we even use any resources // of the given kind. auto typeRes = typeLayout->FindResourceInfo(kind); int count = 0; if (typeRes) { count = (int) typeRes->count; } else { // TODO: warning here! } addExplicitParameterBinding(context, parameterInfo, varDecl, semanticInfo, count); } } static void addExplicitParameterBindings_GLSL( ParameterBindingContext* context, RefPtr parameterInfo, RefPtr varLayout) { auto typeLayout = varLayout->typeLayout; auto varDecl = varLayout->varDecl; // The catch in GLSL is that the expected resource type // is implied by the parameter declaration itself, and // the `layout` modifier is only allowed to adjust // the index/offset/etc. // // We also may need to store explicit binding info in a different place, // in the case of varying input/output, since we don't want to collect // things globally; RefPtr usedRangeSet; TypeLayout::ResourceInfo* resInfo = nullptr; LayoutSemanticInfo semanticInfo; semanticInfo.index = 0; semanticInfo.space = 0; if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::DescriptorTableSlot)) != nullptr ) { // Try to find `binding` and `set` if(!findLayoutArg(varDecl, &semanticInfo.index)) return; findLayoutArg(varDecl, &semanticInfo.space); } else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::VertexInput)) != nullptr ) { // Try to find `location` binding if(!findLayoutArg(varDecl, &semanticInfo.index)) return; usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit); } else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::FragmentOutput)) != nullptr ) { // Try to find `location` binding if(!findLayoutArg(varDecl, &semanticInfo.index)) return; usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit); } else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::SpecializationConstant)) != nullptr ) { // Try to find `constant_id` binding if(!findLayoutArg(varDecl, &semanticInfo.index)) return; } // If we didn't find any matches, then bail if(!resInfo) return; auto kind = resInfo->kind; auto count = resInfo->count; semanticInfo.kind = kind; addExplicitParameterBinding(context, parameterInfo, varDecl, semanticInfo, int(count), usedRangeSet); } // Given a single parameter, collect whatever information we have on // how it has been explicitly bound, which may come from multiple declarations void generateParameterBindings( ParameterBindingContext* context, RefPtr parameterInfo) { // There must be at least one declaration for the parameter. SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); // Iterate over all declarations looking for explicit binding information. for( auto& varLayout : parameterInfo->varLayouts ) { // Handle HLSL `register` and `packoffset` modifiers addExplicitParameterBindings_HLSL(context, parameterInfo, varLayout); // Handle GLSL `layout` modifiers addExplicitParameterBindings_GLSL(context, parameterInfo, varLayout); } } // Generate the binding information for a shader parameter. static void completeBindingsForParameter( ParameterBindingContext* context, RefPtr parameterInfo) { // For any resource kind used by the parameter // we need to update its layout information // to include a binding for that resource kind. // // We will use the first declaration of the parameter as // a stand-in for all the declarations, so it is important // that earlier code has validated that the declarations // "match". SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); auto firstTypeLayout = firstVarLayout->typeLayout; for(auto typeRes : firstTypeLayout->resourceInfos) { // Did we already apply some explicit binding information // for this resource kind? auto kind = typeRes.kind; auto& bindingInfo = parameterInfo->bindingInfo[(int)kind]; if( bindingInfo.count != 0 ) { // If things have already been bound, our work is done. continue; } // For now we only auto-generate bindings in space zero // // TODO: we may want to support searching for a space with // capacity for our resource, just in case somebody has // claimed the entire range... UInt space = 0; RefPtr usedRangeSet; switch (kind) { default: usedRangeSet = findUsedRangeSetForSpace(context, space); break; case LayoutResourceKind::VertexInput: case LayoutResourceKind::FragmentOutput: usedRangeSet = findUsedRangeSetForTranslationUnit(context, parameterInfo->translationUnit); break; } auto count = typeRes.count; bindingInfo.count = count; bindingInfo.index = usedRangeSet->usedResourceRanges[(int)kind].Allocate(parameterInfo, (int) count); bindingInfo.space = space; } // At this point we should have explicit binding locations chosen for // all the relevant resource kinds, so we can apply these to the // declarations: for(auto& varLayout : parameterInfo->varLayouts) { for(auto k = 0; k < kLayoutResourceKindCount; ++k) { auto kind = LayoutResourceKind(k); auto& bindingInfo = parameterInfo->bindingInfo[k]; // skip resources we aren't consuming if(bindingInfo.count == 0) continue; // Add a record to the variable layout auto varRes = varLayout->AddResourceInfo(kind); varRes->space = (int) bindingInfo.space; varRes->index = (int) bindingInfo.index; } } } static void collectGlobalScopeParameters( ParameterBindingContext* context, ModuleDecl* program) { // First enumerate parameters at global scope for( auto decl : program->Members ) { // A shader parameter is always a variable, // so skip declarations that aren't variables. auto varDecl = decl.As(); if (!varDecl) continue; collectGlobalScopeParameter(context, varDecl); } // Next, we need to enumerate the parameters of // each entry point (which requires knowing what the // entry points *are*) // TODO(tfoley): Entry point functions should be identified // by looking for a generated modifier that is attached // to global-scope function declarations. } struct SimpleSemanticInfo { String name; int index; }; SimpleSemanticInfo decomposeSimpleSemantic( HLSLSimpleSemantic* semantic) { auto composedName = semantic->name.Content; // look for a trailing sequence of decimal digits // at the end of the composed name UInt length = composedName.Length(); UInt indexLoc = length; while( indexLoc > 0 ) { auto c = composedName[indexLoc-1]; if( c >= '0' && c <= '9' ) { indexLoc--; continue; } else { break; } } SimpleSemanticInfo info; // if( indexLoc == length ) { // No index suffix info.name = composedName; info.index = 0; } else { // The name is everything before the digits info.name = composedName.SubString(0, indexLoc); info.index = strtol(composedName.SubString(indexLoc, length - indexLoc).begin(), nullptr, 10); } return info; } static RefPtr processSimpleEntryPointParameter( ParameterBindingContext* context, RefPtr type, EntryPointParameterState const& inState, RefPtr varLayout, int semanticSlotCount = 1) { EntryPointParameterState state = inState; state.semanticSlotCount = semanticSlotCount; auto optSemanticName = state.optSemanticName; auto semanticIndex = *state.ioSemanticIndex; String semanticName = optSemanticName ? *optSemanticName : ""; String sn = semanticName.ToLower(); RefPtr typeLayout = new TypeLayout(); if (sn.StartsWith("sv_") || sn.StartsWith("nv_")) { // System-value semantic. if (state.directionMask & kEntryPointParameterDirection_Output) { // Note: I'm just doing something expedient here and detecting `SV_Target` // outputs and claiming the appropriate register range right away. // // TODO: we should really be building up some representation of all of this, // once we've gone to the trouble of looking it all up... if( sn == "sv_target" ) { // TODO: construct a `ParameterInfo` we can use here so that // overlapped layout errors get reported nicely. auto usedResourceSet = findUsedRangeSetForSpace(context, 0); usedResourceSet->usedResourceRanges[int(LayoutResourceKind::UnorderedAccess)].Add(nullptr, semanticIndex, semanticIndex + semanticSlotCount); // We also need to track this as an ordinary varying output from the stage, // since that is how GLSL will want to see it. auto rules = context->layoutRules->getVaryingOutputRules(); SimpleLayoutInfo layout = GetLayout(type, rules); typeLayout->addResourceUsage(layout.kind, layout.size); } } // Remember the system-value semantic so that we can query it later if (varLayout) { varLayout->systemValueSemantic = semanticName; varLayout->systemValueSemanticIndex = semanticIndex; } // TODO: add some kind of usage information for system input/output } else { // user-defined semantic if (state.directionMask & kEntryPointParameterDirection_Input) { auto rules = context->layoutRules->getVaryingInputRules(); SimpleLayoutInfo layout = GetLayout(type, rules); typeLayout->addResourceUsage(layout.kind, layout.size); } if (state.directionMask & kEntryPointParameterDirection_Output) { auto rules = context->layoutRules->getVaryingOutputRules(); SimpleLayoutInfo layout = GetLayout(type, rules); typeLayout->addResourceUsage(layout.kind, layout.size); } } *state.ioSemanticIndex += state.semanticSlotCount; typeLayout->type = type; return typeLayout; } static RefPtr processEntryPointParameterWithPossibleSemantic( ParameterBindingContext* context, Decl* declForSemantic, RefPtr type, EntryPointParameterState const& state, RefPtr varLayout) { // If there is no explicit semantic already in effect, *and* we find an explicit // semantic on the associated declaration, then we'll use it. if( !state.optSemanticName ) { if( auto semantic = declForSemantic->FindModifier() ) { auto semanticInfo = decomposeSimpleSemantic(semantic); int semanticIndex = semanticInfo.index; EntryPointParameterState subState = state; subState.optSemanticName = &semanticInfo.name; subState.ioSemanticIndex = &semanticIndex; return processEntryPointParameter(context, type, subState, varLayout); } } // Default case: either there was an explicit semantic in effect already, // *or* we couldn't find an explicit semantic to apply on the given // declaration, so we will just recursive with whatever we have at // the moment. return processEntryPointParameter(context, type, state, varLayout); } static RefPtr processEntryPointParameter( ParameterBindingContext* context, RefPtr type, EntryPointParameterState const& state, RefPtr varLayout) { // If there is an available semantic name and index, // then we should apply it to this parameter unconditionally // (that is, not just if it is a leaf parameter). auto optSemanticName = state.optSemanticName; if (optSemanticName && varLayout) { // Always store semantics in upper-case for // reflection information, since they are // supposed to be case-insensitive and // upper-case is the dominant convention. String semanticName = *optSemanticName; String sn = semanticName.ToUpper(); auto semanticIndex = *state.ioSemanticIndex; varLayout->semanticName = sn; varLayout->semanticIndex = semanticIndex; varLayout->flags |= VarLayoutFlag::HasSemantic; } // Scalar and vector types are treated as outputs directly if(auto basicType = type->As()) { return processSimpleEntryPointParameter(context, basicType, state, varLayout); } else if(auto vectorType = type->As()) { return processSimpleEntryPointParameter(context, vectorType, state, varLayout); } // A matrix is processed as if it was an array of rows else if( auto matrixType = type->As() ) { auto rowCount = GetIntVal(matrixType->getRowCount()); return processSimpleEntryPointParameter(context, matrixType, state, varLayout, (int) rowCount); } else if( auto arrayType = type->As() ) { // Note: Bad Things will happen if we have an array input // without a semantic already being enforced. auto elementCount = (UInt) GetIntVal(arrayType->ArrayLength); // We use the first element to derive the layout for the element type auto elementTypeLayout = processEntryPointParameter(context, arrayType->baseType, state, varLayout); // We still walk over subsequent elements to make sure they consume resources // as needed for( UInt ii = 1; ii < elementCount; ++ii ) { processEntryPointParameter(context, arrayType->baseType, state, nullptr); } RefPtr arrayTypeLayout = new ArrayTypeLayout(); arrayTypeLayout->elementTypeLayout = elementTypeLayout; arrayTypeLayout->type = arrayType; for (auto rr : elementTypeLayout->resourceInfos) { arrayTypeLayout->findOrAddResourceInfo(rr.kind)->count = rr.count * elementCount; } return arrayTypeLayout; } // Ignore a bunch of types that don't make sense here... else if (auto textureType = type->As()) { return nullptr; } else if(auto samplerStateType = type->As()) { return nullptr; } else if(auto constantBufferType = type->As()) { return nullptr; } // Catch declaration-reference types late in the sequence, since // otherwise they will include all of the above cases... else if( auto declRefType = type->As() ) { auto declRef = declRefType->declRef; if (auto structDeclRef = declRef.As()) { RefPtr structLayout = new StructTypeLayout(); structLayout->type = type; // Need to recursively walk the fields of the structure now... for( auto field : GetFields(structDeclRef) ) { RefPtr fieldVarLayout = new VarLayout(); fieldVarLayout->varDecl = field; auto fieldTypeLayout = processEntryPointParameterWithPossibleSemantic( context, field.getDecl(), GetType(field), state, fieldVarLayout); if(fieldTypeLayout) { fieldVarLayout->typeLayout = fieldTypeLayout; for (auto rr : fieldTypeLayout->resourceInfos) { SLANG_RELEASE_ASSERT(rr.count != 0); auto structRes = structLayout->findOrAddResourceInfo(rr.kind); fieldVarLayout->findOrAddResourceInfo(rr.kind)->index = structRes->count; structRes->count += rr.count; } } structLayout->fields.Add(fieldVarLayout); structLayout->mapVarToLayout.Add(field.getDecl(), fieldVarLayout); } return structLayout; } else { SLANG_UNEXPECTED("unhandled type kind"); } } // If we ran into an error in checking the user's code, then skip this parameter else if( auto errorType = type->As() ) { return nullptr; } SLANG_UNEXPECTED("unhandled type kind"); UNREACHABLE_RETURN(nullptr); } static void collectEntryPointParameters( ParameterBindingContext* context, EntryPointRequest* entryPoint) { FuncDecl* entryPointFuncDecl = entryPoint->decl; if (!entryPointFuncDecl) { // Something must have failed earlier, so that // we didn't find a declaration to match this // entry point request. return; } // Create the layout object here auto entryPointLayout = new EntryPointLayout(); entryPointLayout->profile = entryPoint->profile; entryPointLayout->entryPoint = entryPointFuncDecl; context->shared->programLayout->entryPoints.Add(entryPointLayout); // Okay, we seemingly have an entry-point function, and now we need to collect info on its parameters too // // TODO: Long-term we probably want complete information on all inputs/outputs of an entry point, // but for now we are really just trying to scrape information on fragment outputs, so lets do that: // // TODO: check whether we should enumerate the parameters before the return type, or vice versa int defaultSemanticIndex = 0; EntryPointParameterState state; state.ioSemanticIndex = &defaultSemanticIndex; state.optSemanticName = nullptr; state.semanticSlotCount = 0; for( auto m : entryPointFuncDecl->Members ) { auto paramDecl = m.As(); if(!paramDecl) continue; // We have an entry-point parameter, and need to figure out what to do with it. // TODO: need to handle `uniform`-qualified parameters here if (paramDecl->HasModifier()) continue; state.directionMask = 0; // If it appears to be an input, process it as such. if( paramDecl->HasModifier() || paramDecl->HasModifier() || !paramDecl->HasModifier() ) { state.directionMask |= kEntryPointParameterDirection_Input; } // If it appears to be an output, process it as such. if(paramDecl->HasModifier() || paramDecl->HasModifier()) { state.directionMask |= kEntryPointParameterDirection_Output; } RefPtr paramVarLayout = new VarLayout(); paramVarLayout->varDecl = makeDeclRef(paramDecl.Ptr()); auto paramTypeLayout = processEntryPointParameterWithPossibleSemantic( context, paramDecl.Ptr(), paramDecl->type.type, state, paramVarLayout); // Skip parameters for which we could not compute a layout if(!paramTypeLayout) continue; paramVarLayout->typeLayout = paramTypeLayout; for (auto rr : paramTypeLayout->resourceInfos) { auto entryPointRes = entryPointLayout->findOrAddResourceInfo(rr.kind); paramVarLayout->findOrAddResourceInfo(rr.kind)->index = entryPointRes->count; entryPointRes->count += rr.count; } entryPointLayout->fields.Add(paramVarLayout); entryPointLayout->mapVarToLayout.Add(paramDecl, paramVarLayout); } // If we can find an output type for the entry point, then process it as // an output parameter. if( auto resultType = entryPointFuncDecl->ReturnType.type ) { state.directionMask = kEntryPointParameterDirection_Output; RefPtr resultLayout = new VarLayout(); auto resultTypeLayout = processEntryPointParameterWithPossibleSemantic( context, entryPointFuncDecl, resultType, state, resultLayout); if( resultTypeLayout ) { resultLayout->typeLayout = resultTypeLayout; for (auto rr : resultTypeLayout->resourceInfos) { auto entryPointRes = entryPointLayout->findOrAddResourceInfo(rr.kind); resultLayout->findOrAddResourceInfo(rr.kind)->index = entryPointRes->count; entryPointRes->count += rr.count; } } entryPointLayout->resultLayout = resultLayout; } } // When doing parameter binding for global-scope stuff in GLSL, // we may need to know what stage we are compiling for, so that // we can handle special cases appropriately (e.g., "arrayed" // inputs and outputs). static Stage inferStageForTranslationUnit( TranslationUnitRequest* translationUnit) { // In the specific case where we are compiling GLSL input, // and have only a single entry point, use the stage // of the entry point. // // TODO: can we generalize this at all? if( translationUnit->sourceLanguage == SourceLanguage::GLSL ) { if( translationUnit->entryPoints.Count() == 1 ) { return translationUnit->entryPoints[0]->profile.GetStage(); } } return Stage::Unknown; } static void collectModuleParameters( ParameterBindingContext* inContext, ModuleDecl* module) { // Each loaded module provides a separate (logical) namespace for // parameters, so that two parameters with the same name, in // distinct modules, should yield different bindings. // ParameterBindingContext contextData = *inContext; auto context = &contextData; context->translationUnit = nullptr; context->stage = Stage::Unknown; // All imported modules are implicitly Slang code context->sourceLanguage = SourceLanguage::Slang; // A loaded module cannot define entry points that // we'll expose (for now), so we just need to // consider global-scope parameters. collectGlobalScopeParameters(context, module); } static void collectParameters( ParameterBindingContext* inContext, CompileRequest* request) { // All of the parameters in translation units directly // referenced in the compile request are part of one // logical namespace/"linkage" so that two parameters // with the same name should represent the same // parameter, and get the same binding(s) ParameterBindingContext contextData = *inContext; auto context = &contextData; for( auto& translationUnit : request->translationUnits ) { context->translationUnit = translationUnit; context->stage = inferStageForTranslationUnit(translationUnit.Ptr()); context->sourceLanguage = translationUnit->sourceLanguage; // First look at global-scope parameters collectGlobalScopeParameters(context, translationUnit->SyntaxNode.Ptr()); // Next consider parameters for entry points for( auto& entryPoint : translationUnit->entryPoints ) { context->stage = entryPoint->profile.GetStage(); collectEntryPointParameters(context, entryPoint.Ptr()); } } // Now collect parameters from loaded modules for (auto& module : request->loadedModulesList) { collectModuleParameters(context, module.Ptr()); } } static bool isGLSLCrossCompilerNeeded( TargetRequest* targetReq) { auto compileReq = targetReq->compileRequest; // We only need cross-compilation if we // are targetting something GLSL-based. switch (targetReq->target) { default: return false; case CodeGenTarget::GLSL: case CodeGenTarget::SPIRV: case CodeGenTarget::SPIRVAssembly: break; } // If we `import`ed any Slang code, then the // cross compiler is definitely needed, to // translate that Slang over to GLSL. if (compileReq->loadedModulesList.Count() != 0) return true; // If there are any non-GLSL translation units, // then we need to cross compile those... for (auto tu : compileReq->translationUnits) { if (tu->sourceLanguage != SourceLanguage::GLSL) return true; } // If we get to this point, then we have plain vanilla // GLSL input, with no `import` declarations, so we // are able to output GLSL without cross compilation. return false; } void generateParameterBindings( TargetRequest* targetReq) { CompileRequest* compileReq = targetReq->compileRequest; // Try to find rules based on the selected code-generation target auto rules = GetLayoutRulesFamilyImpl(targetReq->target); // If there was no target, or there are no rules for the target, // then bail out here. if (!rules) return; RefPtr programLayout = new ProgramLayout; // Create a context to hold shared state during the process // of generating parameter bindings SharedParameterBindingContext sharedContext; sharedContext.compileRequest = compileReq; sharedContext.defaultLayoutRules = rules; sharedContext.programLayout = programLayout; // Create a sub-context to collect parameters that get // declared into the global scope ParameterBindingContext context; context.shared = &sharedContext; context.translationUnit = nullptr; context.layoutRules = sharedContext.defaultLayoutRules; // Walk through AST to discover all the parameters collectParameters(&context, compileReq); // Now walk through the parameters to generate initial binding information for( auto& parameter : sharedContext.parameters ) { generateParameterBindings(&context, parameter); } bool anyGlobalUniforms = false; for( auto& parameterInfo : sharedContext.parameters ) { SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); // Does the field have any uniform data? if( firstVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform) ) { anyGlobalUniforms = true; break; } } // If there are any global-scope uniforms, then we need to // allocate a constant-buffer binding for them here. ParameterBindingInfo globalConstantBufferBinding; if( anyGlobalUniforms ) { // TODO: this logic is only correct for D3D targets, where // global-scope uniforms get wrapped into a constant buffer. UInt space = 0; auto usedRangeSet = findUsedRangeSetForSpace(&context, space); globalConstantBufferBinding.index = usedRangeSet->usedResourceRanges[ (int)LayoutResourceKind::ConstantBuffer].Allocate(nullptr, 1); // For now we only auto-generate bindings in space zero globalConstantBufferBinding.space = space; } // Now walk through again to actually give everything // ranges of registers... for( auto& parameter : sharedContext.parameters ) { completeBindingsForParameter(&context, parameter); } // TODO: need to deal with parameters declared inside entry-point // parameter lists at some point... // Next we need to create a type layout to reflect the information // we have collected. // We will lay out any bare uniforms at the global scope into // a single constant buffer. This is appropriate for HLSL global-scope // uniforms, and Vulkan GLSL doesn't allow uniforms at global scope, // so it should work out. // // For legacy GLSL targets, we'd probably need a distinct resource // kind and set of rules here, since legacy uniforms are not the // same as the contents of a constant buffer. auto globalScopeRules = context.layoutRules->getConstantBufferRules(); RefPtr globalScopeStructLayout = new StructTypeLayout(); globalScopeStructLayout->rules = globalScopeRules; UniformLayoutInfo structLayoutInfo = globalScopeRules->BeginStructLayout(); for( auto& parameterInfo : sharedContext.parameters ) { SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); // Does the field have any uniform data? auto layoutInfo = firstVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform); size_t uniformSize = layoutInfo ? layoutInfo->count : 0; if( uniformSize != 0 ) { // Make sure uniform fields get laid out properly... UniformLayoutInfo fieldInfo( uniformSize, firstVarLayout->typeLayout->uniformAlignment); size_t uniformOffset = globalScopeRules->AddStructField( &structLayoutInfo, fieldInfo); for( auto& varLayout : parameterInfo->varLayouts ) { varLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset; } } globalScopeStructLayout->fields.Add(firstVarLayout); for( auto& varLayout : parameterInfo->varLayouts ) { globalScopeStructLayout->mapVarToLayout.Add(varLayout->varDecl.getDecl(), varLayout); } } globalScopeRules->EndStructLayout(&structLayoutInfo); RefPtr globalScopeLayout = globalScopeStructLayout; // If there are global-scope uniforms, then we need to wrap // up a global constant buffer type layout to hold them if( anyGlobalUniforms ) { auto globalConstantBufferLayout = createParameterBlockTypeLayout( nullptr, globalScopeRules, globalScopeRules->GetObjectLayout(ShaderParameterKind::ConstantBuffer), globalScopeStructLayout); globalScopeLayout = globalConstantBufferLayout; } // Final final step: pick a binding for the "hack sampler", if needed... // // We only want to do this if the GLSL cross-compilation support is // being invoked, so that we don't gum up other shaders. if(isGLSLCrossCompilerNeeded(targetReq)) { UInt space = 0; auto hackSamplerUsedRanges = findUsedRangeSetForSpace(&context, space); UInt binding = hackSamplerUsedRanges->usedResourceRanges[(int)LayoutResourceKind::DescriptorTableSlot].Allocate(nullptr, 1); programLayout->bindingForHackSampler = (int)binding; RefPtr var = new Variable(); var->nameAndLoc.name = compileReq->getNamePool()->getName("SLANG_hack_samplerForTexelFetch"); var->type.type = getSamplerStateType(compileReq->mSession); auto typeLayout = new TypeLayout(); typeLayout->type = var->type.type; typeLayout->addResourceUsage(LayoutResourceKind::DescriptorTableSlot, 1); auto varLayout = new VarLayout(); varLayout->varDecl = makeDeclRef(var.Ptr()); varLayout->typeLayout = typeLayout; auto resInfo = varLayout->AddResourceInfo(LayoutResourceKind::DescriptorTableSlot); resInfo->index = binding; resInfo->space = space; programLayout->hackSamplerVar = var; globalScopeStructLayout->fields.Add(varLayout); } // We now have a bunch of layout information, which we should // record into a suitable object that represents the program programLayout->globalScopeLayout = globalScopeLayout; targetReq->layout = programLayout; } }