// 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? VarLayout* parameter; // 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 { // The `ranges` array maintains a sorted list of `UsedRange` // objects such that the `end` of a range is <= the `begin` // of any range that comes after it. // // The values covered by each `[begin,end)` range are marked // as used, and anything not in such an interval is implicitly // free. // // TODO: if it ever starts to matter for performance, we // could encode this information as a tree instead of an array. // List ranges; // Add a range to the set, either by extending // existing range(s), 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. // VarLayout* Add(UsedRange range) { // The invariant on entry to this // function is that the `ranges` array // is sorted and no two entries in the // array intersect. We must preserve // that property as a postcondition. // // The other postcondition is that the // interval covered by the input `range` // must be marked as consumed. // We will try track any parameter associated // with an overlapping range that doesn't // match the parameter on `range`, so that // the compiler can issue useful diagnostics. // VarLayout* newParam = range.parameter; VarLayout* existingParam = nullptr; // A clever algorithm might use a binary // search to identify the first entry in `ranges` // that might overlap `range`, but we are going // to settle for being less clever for now, in // the hopes that we can at least be correct. // // Note: we are going to iterate over `ranges` // using indices, because we may actually modify // the array as we go. // Int rangeCount = ranges.Count(); for(Int rr = 0; rr < rangeCount; ++rr) { auto existingRange = ranges[rr]; // The invariant on entry to each loop // iteration will be that `range` does // *not* intersect any preceding entry // in the array. // // Note that this invariant might be // true only because we modified // `range` along the way. // // If `range` does not intertsect `existingRange` // then our invariant will be trivially // true for the next iteration. // if(!rangesOverlap(existingRange, range)) { continue; } // We now know that `range` and `existingRange` // intersect. The first thing to do // is to check if we have a parameter // associated with `existingRange`, so // that we can use it for emitting diagnostics // about the overlap: // if( existingRange.parameter && existingRange.parameter != newParam) { // There was an overlap with a range that // had a parameter specified, so we will // use that parameter in any subsequent // diagnostics. // existingParam = existingRange.parameter; } // Before we can move on in our iteration, // we need to re-establish our invariant by modifying // `range` so that it doesn't overlap with `existingRange`. // Of course we also want to end up with a correct // result for the overall operation, so we can't just // throw away intervals. // // We first note that if `range` starts before `existingRange`, // then the interval from `range.begin` to `existingRange.begin` // needs to be accounted for in the final result. Furthermore, // the interval `[range.begin, existingRange.begin)` could not // intersect with any range already in the `ranges` array, // because it comes strictly before `existingRange`, and our // invariant says there is no intersection with preceding ranges. // if(range.begin < existingRange.begin) { UsedRange prefix; prefix.begin = range.begin; prefix.end = existingRange.begin; prefix.parameter = range.parameter; ranges.Add(prefix); } // // Now we know that the interval `[range.begin, existingRange.begin)` // is claimed, if it exists, and clearly the interval // `[existingRange.begin, existingRange.end)` is already claimed, // so the only interval left to consider would be // `[existingRange.end, range.end)`, if it is non-empty. // That range might intersect with others in the array, so // we will need to continue iterating to deal with that // possibility. // range.begin = existingRange.end; // If the range would be empty, then of course we have nothing // left to do. // if(range.begin >= range.end) break; // Otherwise, have can be sure that `range` now comes // strictly *after* `existingRange`, and thus our invariant // is preserved. } // If we manage to exit the loop, then we have resolved // an intersection with existing entries - possibly by // adding some new entries. // // If the `range` we are left with is still non-empty, // then we should go ahead and add it. // if(range.begin < range.end) { ranges.Add(range); } // Any ranges that got added along the way might not // be in the proper sorted order, so we'll need to // sort the array to restore our global invariant. // ranges.Sort(); // We end by returning an overlapping parameter that // we found along the way, if any. // return existingParam; } VarLayout* Add(VarLayout* param, UInt begin, UInt end) { UsedRange range; range.parameter = param; range.begin = begin; range.end = end; return Add(range); } VarLayout* Add(VarLayout* param, UInt begin, LayoutSize end) { UsedRange range; range.parameter = param; range.begin = begin; range.end = end.isFinite() ? end.getFiniteValue() : UInt(-1); return Add(range); } bool contains(UInt index) { for (auto rr : ranges) { if (index < rr.begin) return false; if (index >= rr.end) continue; return true; } return false; } // Try to find space for `count` entries UInt Allocate(VarLayout* 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 = 0; size_t index = 0; LayoutSize count; }; struct ParameterBindingAndKindInfo : ParameterBindingInfo { LayoutResourceKind kind = LayoutResourceKind::None; }; 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 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 { SharedParameterBindingContext( LayoutRulesFamilyImpl* defaultLayoutRules, ProgramLayout* programLayout, TargetRequest* targetReq, DiagnosticSink* sink) : defaultLayoutRules(defaultLayoutRules) , programLayout(programLayout) , targetRequest(targetReq) , m_sink(sink) { } DiagnosticSink* m_sink = nullptr; // The program that we are laying out // Program* program = nullptr; // The target request that is triggering layout // // TODO: We should eventually strip this down to // just the subset of fields on the target that // can influence layout decisions. TargetRequest* targetRequest = nullptr; 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; // Which register spaces have been claimed so far? UsedRanges usedSpaces; // The space to use for auto-generated bindings. UInt defaultSpace = 0; TargetRequest* getTargetRequest() { return targetRequest; } DiagnosticSink* getSink() { return m_sink; } }; static DiagnosticSink* getSink(SharedParameterBindingContext* shared) { return shared->getSink(); } // State that might be specific to a single translation unit // or event to an entry point. struct ParameterBindingContext { // All the shared state needs to be available SharedParameterBindingContext* shared; // The type layout context to use when computing // the resource usage of shader parameters. TypeLayoutContext layoutContext; // What stage (if any) are we compiling for? Stage stage; // The entry point that is being processed right now. EntryPointLayout* entryPointLayout = nullptr; TargetRequest* getTargetRequest() { return shared->getTargetRequest(); } LayoutRulesFamilyImpl* getRulesFamily() { return layoutContext.getRulesFamily(); } }; 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... }; static bool isDigit(char c) { return (c >= '0') && (c <= '9'); } /// Given a string that specifies a name and index (e.g., `COLOR0`), /// split it into slices for the name part and the index part. static void splitNameAndIndex( UnownedStringSlice const& text, UnownedStringSlice& outName, UnownedStringSlice& outDigits) { char const* nameBegin = text.begin(); char const* digitsEnd = text.end(); char const* nameEnd = digitsEnd; while( nameEnd != nameBegin && isDigit(*(nameEnd - 1)) ) { nameEnd--; } char const* digitsBegin = nameEnd; outName = UnownedStringSlice(nameBegin, nameEnd); outDigits = UnownedStringSlice(digitsBegin, digitsEnd); } LayoutResourceKind findRegisterClassFromName(UnownedStringSlice const& registerClassName) { switch( registerClassName.size() ) { case 1: switch (*registerClassName.begin()) { case 'b': return LayoutResourceKind::ConstantBuffer; case 't': return LayoutResourceKind::ShaderResource; case 'u': return LayoutResourceKind::UnorderedAccess; case 's': return LayoutResourceKind::SamplerState; default: break; } break; case 5: if( registerClassName == "space" ) { return LayoutResourceKind::RegisterSpace; } break; default: break; } return LayoutResourceKind::None; } LayoutSemanticInfo ExtractLayoutSemanticInfo( ParameterBindingContext* context, HLSLLayoutSemantic* semantic) { LayoutSemanticInfo info; info.space = 0; info.index = 0; info.kind = LayoutResourceKind::None; UnownedStringSlice registerName = semantic->registerName.Content; if (registerName.size() == 0) return info; // The register name is expected to be in the form: // // identifier-char+ digit+ // // where the identifier characters name a "register class" // and the digits identify a register index within that class. // // We are going to split the string the user gave us // into these constituent parts: // UnownedStringSlice registerClassName; UnownedStringSlice registerIndexDigits; splitNameAndIndex(registerName, registerClassName, registerIndexDigits); LayoutResourceKind kind = findRegisterClassFromName(registerClassName); if(kind == LayoutResourceKind::None) { getSink(context)->diagnose(semantic->registerName, Diagnostics::unknownRegisterClass, registerClassName); return info; } // For a `register` semantic, the register index is not optional (unlike // how it works for varying input/output semantics). if( registerIndexDigits.size() == 0 ) { getSink(context)->diagnose(semantic->registerName, Diagnostics::expectedARegisterIndex, registerClassName); } UInt index = 0; for(auto c : registerIndexDigits) { SLANG_ASSERT(isDigit(c)); index = index * 10 + (c - '0'); } UInt space = 0; if( auto registerSemantic = as(semantic) ) { auto const& spaceName = registerSemantic->spaceName.Content; if(spaceName.size() != 0) { UnownedStringSlice spaceSpelling; UnownedStringSlice spaceDigits; splitNameAndIndex(spaceName, spaceSpelling, spaceDigits); if( kind == LayoutResourceKind::RegisterSpace ) { getSink(context)->diagnose(registerSemantic->spaceName, Diagnostics::unexpectedSpecifierAfterSpace, spaceName); } else if( spaceSpelling != UnownedTerminatedStringSlice("space") ) { getSink(context)->diagnose(registerSemantic->spaceName, Diagnostics::expectedSpace, spaceSpelling); } else if( spaceDigits.size() == 0 ) { getSink(context)->diagnose(registerSemantic->spaceName, Diagnostics::expectedSpaceIndex); } else { for(auto c : spaceDigits) { SLANG_ASSERT(isDigit(c)); space = space * 10 + (c - '0'); } } } } // TODO: handle component mask part of things... if( semantic->componentMask.Content.size() != 0 ) { getSink(context)->diagnose(semantic->componentMask, Diagnostics::componentMaskNotSupported); } info.kind = kind; info.index = (int) index; info.space = space; return info; } // // 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(String(modifier->valToken.Content).Buffer(), nullptr, 10); return true; } } return false; } template static bool findLayoutArg( DeclRef declRef, UInt* outVal) { return findLayoutArg(declRef.getDecl(), outVal); } /// 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, Type* type) { auto layoutContext = context->layoutContext; auto rules = layoutContext.getRulesFamily(); if( varDecl->HasModifier() && as(type) ) { return createTypeLayout( layoutContext.with(rules->getShaderRecordConstantBufferRules()), type); } // We want to check for a constant-buffer type with a `push_constant` layout // qualifier before we move on to anything else. if (varDecl->HasModifier() && as(type)) { return createTypeLayout( layoutContext.with(rules->getPushConstantBufferRules()), type); } // 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( layoutContext.with(rules->getConstantBufferRules()), type); } // struct EntryPointParameterState { String* optSemanticName = nullptr; int* ioSemanticIndex = nullptr; EntryPointParameterDirectionMask directionMask; int semanticSlotCount; Stage stage = Stage::Unknown; bool isSampleRate = false; SourceLoc loc; }; static RefPtr processEntryPointVaryingParameter( ParameterBindingContext* context, RefPtr type, EntryPointParameterState const& state, RefPtr varLayout); // Collect a single declaration into our set of parameters static void collectGlobalGenericParameter( ParameterBindingContext* context, RefPtr paramDecl) { RefPtr layout = new GenericParamLayout(); layout->decl = paramDecl; layout->index = (int)context->shared->programLayout->globalGenericParams.Count(); context->shared->programLayout->globalGenericParams.Add(layout); context->shared->programLayout->globalGenericParamsMap[layout->decl->getName()->text] = layout.Ptr(); } // Collect a single declaration into our set of parameters static void collectGlobalScopeParameter( ParameterBindingContext* context, GlobalShaderParamInfo const& shaderParamInfo, SubstitutionSet globalGenericSubst) { auto varDeclRef = shaderParamInfo.paramDeclRef; // We apply any substitutions for global generic parameters here. auto type = GetType(varDeclRef)->Substitute(globalGenericSubst).as(); // 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, varDeclRef.getDecl(), type); // 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 = varDeclRef; // The logic in `check.cpp` that created the `GlobalShaderParamInfo` // will have identified any cases where there might be multiple // global variables that logically represent the same shader parameter. // // We will track the same basic information during layout using // the `ParameterInfo` type. // // TODO: `ParameterInfo` should probably become `LayoutParamInfo`. // ParameterInfo* parameterInfo = new ParameterInfo(); context->shared->parameters.Add(parameterInfo); // Add the first variable declaration to the list of declarations for the parameter parameterInfo->varLayouts.Add(varLayout); // Add any additional variables to the list of declarations for( auto additionalVarDeclRef : shaderParamInfo.additionalParamDeclRefs ) { // TODO: We should either eliminate the design choice where different // declarations of the "same" shade parameter get merged across // translation units (it is effectively just a compatiblity feature), // or we should clean things up earlier in the chain so that we can // re-use a single `VarLayout` across all of the different declarations. // // TODO: It would also make sense in these cases to ensure that // such global shader parameters get the same mangled name across // all translation units, so that they can automatically be collapsed // during linking. RefPtr additionalVarLayout = new VarLayout(); additionalVarLayout->typeLayout = typeLayout; additionalVarLayout->varDecl = additionalVarDeclRef; parameterInfo->varLayouts.Add(additionalVarLayout); } } 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; } // Record that a particular register space (or set, in the GLSL case) // has been used in at least one binding, and so it should not // be used by auto-generated bindings that need to claim entire // spaces. static void markSpaceUsed( ParameterBindingContext* context, UInt space) { context->shared->usedSpaces.Add(nullptr, space, space+1); } static UInt allocateUnusedSpaces( ParameterBindingContext* context, UInt count) { return context->shared->usedSpaces.Allocate(nullptr, count); } static void addExplicitParameterBinding( ParameterBindingContext* context, RefPtr parameterInfo, VarDeclBase* varDecl, LayoutSemanticInfo const& semanticInfo, LayoutSize 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); // Record that the particular binding space was // used by an explicit binding, so that we don't // claim it for auto-generated bindings that // need to grab a full space markSpaceUsed(context, semanticInfo.space); } auto overlappedVarLayout = usedRangeSet->usedResourceRanges[(int)semanticInfo.kind].Add( parameterInfo->varLayouts[0], semanticInfo.index, semanticInfo.index + count); if (overlappedVarLayout) { auto paramA = parameterInfo->varLayouts[0]->varDecl.getDecl(); auto paramB = overlappedVarLayout->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) { // We only want to apply D3D `register` modifiers when compiling for // D3D targets. // // TODO: Nominally, the `register` keyword allows for a shader // profile to be specified, so that a given binding only // applies for a specific profile: // // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-register // // We might want to consider supporting that syntax in the // long run, in order to handle bindings for multiple targets // in a more consistent fashion (whereas using `register` for D3D // and `[[vk::binding(...)]]` for Vulkan creates a lot of // visual noise). // // For now we do the filtering on target in a very direct fashion: // if(!isD3DTarget(context->getTargetRequest())) return; 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); LayoutSize count = 0; if (typeRes) { count = typeRes->count; } else { // TODO: warning here! } addExplicitParameterBinding(context, parameterInfo, varDecl, semanticInfo, count); } } static void maybeDiagnoseMissingVulkanLayoutModifier( ParameterBindingContext* context, DeclRef const& varDecl) { // If the user didn't specify a `binding` (and optional `set`) for Vulkan, // but they *did* specify a `register` for D3D, then that is probably an // oversight on their part. if( auto registerModifier = varDecl.getDecl()->FindModifier() ) { getSink(context)->diagnose(registerModifier, Diagnostics::registerModifierButNoVulkanLayout, varDecl.GetName()); } } static void addExplicitParameterBindings_GLSL( ParameterBindingContext* context, RefPtr parameterInfo, RefPtr varLayout) { // We only want to apply GLSL-style layout modifers // when compiling for a Khronos-related target. // // TODO: This should have some finer granularity // so that we are able to distinguish between // Vulkan and OpenGL as targets. // if(!isKhronosTarget(context->getTargetRequest())) return; 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` auto attr = varDecl.getDecl()->FindModifier(); if (!attr) { maybeDiagnoseMissingVulkanLayoutModifier(context, varDecl); return; } semanticInfo.index = attr->binding; semanticInfo.space = attr->set; } else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::RegisterSpace)) != nullptr ) { // Try to find `set` auto attr = varDecl.getDecl()->FindModifier(); if (!attr) { maybeDiagnoseMissingVulkanLayoutModifier(context, varDecl); return; } if( attr->binding != 0) { getSink(context)->diagnose(attr, Diagnostics::wholeSpaceParameterRequiresZeroBinding, varDecl.GetName(), attr->binding); } semanticInfo.index = attr->set; semanticInfo.space = 0; } 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, 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 completeBindingsForParameterImpl( ParameterBindingContext* context, RefPtr firstVarLayout, ParameterBindingInfo bindingInfos[kLayoutResourceKindCount], 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. // auto firstTypeLayout = firstVarLayout->typeLayout; // We need to deal with allocation of full register spaces first, // since that is the most complicated bit of logic. // // We will compute how many full register spaces the parameter // needs to allocate, across all the kinds of resources it // consumes, so that we can allocate a contiguous range of // spaces. // UInt spacesToAllocateCount = 0; for(auto typeRes : firstTypeLayout->resourceInfos) { auto kind = typeRes.kind; // We want to ignore resource kinds for which the user // has specified an explicit binding, since those won't // go into our contiguously allocated range. // auto& bindingInfo = bindingInfos[(int)kind]; if( bindingInfo.count != 0 ) { continue; } // Now we inspect the kind of resource to figure out // its space requirements: // switch( kind ) { default: // An unbounded-size array will need its own space. // if( typeRes.count.isInfinite() ) { spacesToAllocateCount++; } break; case LayoutResourceKind::RegisterSpace: // If the parameter consumes any full spaces (e.g., it // is a `struct` type with one or more unbounded arrays // for fields), then we will include those spaces in // our allocaiton. // // We assume/require here that we never end up needing // an unbounded number of spaces. // TODO: we should enforce that somewhere with an error. // spacesToAllocateCount += typeRes.count.getFiniteValue(); break; case LayoutResourceKind::Uniform: // We want to ignore uniform data for this calculation, // since any uniform data in top-level shader parameters // needs to go into a global constant buffer. // break; case LayoutResourceKind::GenericResource: // This is more of a marker case, and shouldn't ever // need a space allocated to it. break; } } // If we compute that the parameter needs some number of full // spaces allocated to it, then we will go ahead and allocate // contiguous spaces here. // UInt firstAllocatedSpace = 0; if(spacesToAllocateCount) { firstAllocatedSpace = allocateUnusedSpaces(context, spacesToAllocateCount); } // We'll then dole the allocated spaces (if any) out to the resource // categories that need them. // UInt currentAllocatedSpace = firstAllocatedSpace; for(auto typeRes : firstTypeLayout->resourceInfos) { // Did we already apply some explicit binding information // for this resource kind? auto kind = typeRes.kind; auto& bindingInfo = bindingInfos[(int)kind]; if( bindingInfo.count != 0 ) { // If things have already been bound, our work is done. // // TODO: it would be good to handle the case where a // binding specified a space, but not an offset/index // for some kind of resource. // continue; } auto count = typeRes.count; // Certain resource kinds require special handling. // // Note: This `switch` statement should have a `case` for // all of the special cases above that affect the computation of // `spacesToAllocateCount`. // switch( kind ) { case LayoutResourceKind::RegisterSpace: { // The parameter's type needs to consume some number of whole // register spaces, and we have already allocated a contiguous // range of spaces above. // // As always, we can't handle the case of a parameter that needs // an infinite number of spaces. // SLANG_ASSERT(count.isFinite()); bindingInfo.count = count; // We will use the spaces we've allocated, and bump // the variable tracking the "current" space by // the number of spaces consumed. // bindingInfo.index = currentAllocatedSpace; currentAllocatedSpace += count.getFiniteValue(); // TODO: what should we store as the "space" for // an allocation of register spaces? Either zero // or `space` makes sense, but it isn't clear // which is a better choice. bindingInfo.space = 0; continue; } case LayoutResourceKind::GenericResource: { // `GenericResource` is somewhat confusingly named, // but simply indicates that the type of this parameter // in some way depends on a generic parameter that has // not been bound to a concrete value, so that asking // specific questions about its resource usage isn't // really possible. // bindingInfo.space = 0; bindingInfo.count = 1; bindingInfo.index = 0; continue; } case LayoutResourceKind::Uniform: // TODO: we don't currently handle global-scope uniform parameters. break; } // At this point, we know the parameter consumes some resource // (e.g., D3D `t` registers or Vulkan `binding`s), and the user // didn't specify an explicit binding, so we will have to // assign one for them. // // If we are consuming an infinite amount of the given resource // (e.g., an unbounded array of `Texure2D` requires an infinite // number of `t` regisers in D3D), then we will go ahead // and assign a full space: // if( count.isInfinite() ) { bindingInfo.count = count; bindingInfo.index = 0; bindingInfo.space = currentAllocatedSpace; currentAllocatedSpace++; } else { // If we have a finite amount of resources, then // we will go ahead and allocate from the "default" // space. UInt space = context->shared->defaultSpace; RefPtr usedRangeSet = findUsedRangeSetForSpace(context, space); bindingInfo.count = count; bindingInfo.index = usedRangeSet->usedResourceRanges[(int)kind].Allocate(firstVarLayout, count.getFiniteValue()); bindingInfo.space = space; } } } static void applyBindingInfoToParameter( RefPtr varLayout, ParameterBindingInfo bindingInfos[kLayoutResourceKindCount]) { for(auto k = 0; k < kLayoutResourceKindCount; ++k) { auto kind = LayoutResourceKind(k); auto& bindingInfo = bindingInfos[k]; // skip resources we aren't consuming if(bindingInfo.count == 0) continue; // Add a record to the variable layout auto varRes = varLayout->AddResourceInfo(kind); varRes->space = (int) bindingInfo.space; varRes->index = (int) bindingInfo.index; } } // Generate the binding information for a shader parameter. static void completeBindingsForParameter( ParameterBindingContext* context, RefPtr parameterInfo) { // We will use the first declaration of the parameter as // a stand-in for all the declarations, so it is important // that earlier code has validated that the declarations // "match". SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); completeBindingsForParameterImpl( context, firstVarLayout, parameterInfo->bindingInfo, parameterInfo); // At this point we should have explicit binding locations chosen for // all the relevant resource kinds, so we can apply these to the // declarations: for(auto& varLayout : parameterInfo->varLayouts) { applyBindingInfoToParameter(varLayout, parameterInfo->bindingInfo); } } static void completeBindingsForParameter( ParameterBindingContext* context, RefPtr varLayout) { ParameterBindingInfo bindingInfos[kLayoutResourceKindCount]; completeBindingsForParameterImpl( context, varLayout, bindingInfos, nullptr); applyBindingInfoToParameter(varLayout, bindingInfos); } /// Allocate binding location for any "pending" data in a shader parameter. /// /// When a parameter contains interface-type fields (recursively), we might /// not have included them in the base layout for the parameter, and instead /// need to allocate space for them after all other shader parameters have /// been laid out. /// /// This function should be called on the `pendingVarLayout` field of an /// existing `VarLayout` to ensure that its pending data has been properly /// assigned storage. It handles the case where the `pendingVarLayout` /// field is null. /// static void _allocateBindingsForPendingData( ParameterBindingContext* context, RefPtr pendingVarLayout) { if(!pendingVarLayout) return; completeBindingsForParameter(context, pendingVarLayout); } 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.size(); 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 String stringComposedName(composedName); info.name = stringComposedName.SubString(0, indexLoc); info.index = strtol(stringComposedName.begin() + indexLoc, 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; 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. // typeLayout = getSimpleVaryingParameterTypeLayout( context->layoutContext, type, kEntryPointParameterDirection_Output); } } if (state.directionMask & kEntryPointParameterDirection_Input) { if (sn == "sv_sampleindex") { state.isSampleRate = true; } } if( !typeLayout ) { // If we didn't compute a special-case layout for the // system-value parameter (e.g., because it was an // `SV_Target` output), then create a default layout // that consumes no input/output varying slots. // (since system parameters are distinct from // user-defined parameters for layout purposes) // typeLayout = getSimpleVaryingParameterTypeLayout( context->layoutContext, type, 0); } // 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 { // In this case we have a user-defined semantic, which means // an ordinary input and/or output varying parameter. // typeLayout = getSimpleVaryingParameterTypeLayout( context->layoutContext, type, state.directionMask); } if (state.isSampleRate && (state.directionMask & kEntryPointParameterDirection_Input) && (context->stage == Stage::Fragment)) { if (auto entryPointLayout = context->entryPointLayout) { entryPointLayout->flags |= EntryPointLayout::Flag::usesAnySampleRateInput; } } *state.ioSemanticIndex += state.semanticSlotCount; typeLayout->type = type; return typeLayout; } static RefPtr processEntryPointVaryingParameterDecl( ParameterBindingContext* context, Decl* decl, RefPtr type, EntryPointParameterState const& inState, RefPtr varLayout) { SimpleSemanticInfo semanticInfo; int semanticIndex = 0; EntryPointParameterState state = inState; // 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 = decl->FindModifier() ) { semanticInfo = decomposeSimpleSemantic(semantic); semanticIndex = semanticInfo.index; state.optSemanticName = &semanticInfo.name; state.ioSemanticIndex = &semanticIndex; } } if (decl) { if (decl->FindModifier()) { state.isSampleRate = true; } } // 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 processEntryPointVaryingParameter(context, type, state, varLayout); } static RefPtr processEntryPointVaryingParameter( ParameterBindingContext* context, RefPtr type, EntryPointParameterState const& state, RefPtr varLayout) { // Make sure to associate a stage with every // varying parameter (including sub-fields of // `struct`-type parameters), since downstream // code generation will need to look at the // stage (possibly on individual leaf fields) to // decide when to emit things like the `flat` // interpolation modifier. // if( varLayout ) { varLayout->stage = state.stage; } // The default handling of varying parameters should not apply // to geometry shader output streams; they have their own special rules. if( auto gsStreamType = as(type) ) { // auto elementType = gsStreamType->getElementType(); int semanticIndex = 0; EntryPointParameterState elementState; elementState.directionMask = kEntryPointParameterDirection_Output; elementState.ioSemanticIndex = &semanticIndex; elementState.isSampleRate = false; elementState.optSemanticName = nullptr; elementState.semanticSlotCount = 0; elementState.stage = state.stage; elementState.loc = state.loc; auto elementTypeLayout = processEntryPointVaryingParameter(context, elementType, elementState, nullptr); RefPtr typeLayout = new StreamOutputTypeLayout(); typeLayout->type = type; typeLayout->rules = elementTypeLayout->rules; typeLayout->elementTypeLayout = elementTypeLayout; for(auto resInfo : elementTypeLayout->resourceInfos) typeLayout->addResourceUsage(resInfo); return typeLayout; } // Raytracing shaders have a slightly different interpretation of their // "varying" input/output parameters, since they don't have the same // idea of previous/next stage as the rasterization shader types. // if( state.directionMask & kEntryPointParameterDirection_Output ) { // Note: we are silently treating `out` parameters as if they // were `in out` for this test, under the assumption that // an `out` parameter represents a write-only payload. switch(state.stage) { default: // Not a raytracing shader. break; case Stage::Intersection: case Stage::RayGeneration: // Don't expect this case to have any `in out` parameters. getSink(context)->diagnose(state.loc, Diagnostics::dontExpectOutParametersForStage, getStageName(state.stage)); break; case Stage::AnyHit: case Stage::ClosestHit: case Stage::Miss: // `in out` or `out` parameter is payload return createTypeLayout(context->layoutContext.with( context->getRulesFamily()->getRayPayloadParameterRules()), type); case Stage::Callable: // `in out` or `out` parameter is payload return createTypeLayout(context->layoutContext.with( context->getRulesFamily()->getCallablePayloadParameterRules()), type); } } else { switch(state.stage) { default: // Not a raytracing shader. break; case Stage::Intersection: case Stage::RayGeneration: case Stage::Miss: case Stage::Callable: // Don't expect this case to have any `in` parameters. // // TODO: For a miss or callable shader we could interpret // an `in` parameter as indicating a payload that the // programmer doesn't intend to write to. // getSink(context)->diagnose(state.loc, Diagnostics::dontExpectInParametersForStage, getStageName(state.stage)); break; case Stage::AnyHit: case Stage::ClosestHit: // `in` parameter is hit attributes return createTypeLayout(context->layoutContext.with( context->getRulesFamily()->getHitAttributesParameterRules()), type); } } // 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 = as(type)) { return processSimpleEntryPointParameter(context, basicType, state, varLayout); } else if(auto vectorType = as(type)) { return processSimpleEntryPointParameter(context, vectorType, state, varLayout); } // A matrix is processed as if it was an array of rows else if( auto matrixType = as(type) ) { auto rowCount = GetIntVal(matrixType->getRowCount()); return processSimpleEntryPointParameter(context, matrixType, state, varLayout, (int) rowCount); } else if( auto arrayType = as(type) ) { // 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 = processEntryPointVaryingParameter(context, arrayType->baseType, state, varLayout); // We still walk over subsequent elements to make sure they consume resources // as needed for( UInt ii = 1; ii < elementCount; ++ii ) { processEntryPointVaryingParameter(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 = as(type)) { return nullptr; } else if(auto samplerStateType = as(type)) { return nullptr; } else if(auto constantBufferType = as(type)) { return nullptr; } // Catch declaration-reference types late in the sequence, since // otherwise they will include all of the above cases... else if( auto declRefType = as(type) ) { 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 = processEntryPointVaryingParameterDecl( 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.getFiniteValue(); structRes->count += rr.count; } } structLayout->fields.Add(fieldVarLayout); structLayout->mapVarToLayout.Add(field.getDecl(), fieldVarLayout); } return structLayout; } else if (auto globalGenericParam = declRef.as()) { 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->shared->programLayout->globalGenericParams, globalGenericParam.getDecl()); genParamTypeLayout->findOrAddResourceInfo(LayoutResourceKind::GenericResource)->count += 1; return genParamTypeLayout; } 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 = as(type) ) { return nullptr; } SLANG_UNEXPECTED("unhandled type kind"); UNREACHABLE_RETURN(nullptr); } /// Compute the type layout for a parameter declared directly on an entry point. static RefPtr computeEntryPointParameterTypeLayout( ParameterBindingContext* context, SubstitutionSet typeSubst, DeclRef paramDeclRef, RefPtr paramVarLayout, EntryPointParameterState& state) { auto paramDeclRefType = GetType(paramDeclRef); SLANG_ASSERT(paramDeclRefType); auto paramType = paramDeclRefType->Substitute(typeSubst).as(); if( paramDeclRef.getDecl()->HasModifier() ) { // An entry-point parameter that is explicitly marked `uniform` represents // a uniform shader parameter passed via the implicitly-defined // constant buffer (e.g., the `$Params` constant buffer seen in fxc/dxc output). // return createTypeLayout( context->layoutContext.with(context->getRulesFamily()->getConstantBufferRules()), paramType); } else { // The default case is a varying shader parameter, which could be used for // input, output, or both. // // The varying case needs to not only compute a layout, but also assocaite // "semantic" strings/indices with the varying parameters by recursively // walking their structure. state.directionMask = 0; // If it appears to be an input, process it as such. if( paramDeclRef.getDecl()->HasModifier() || paramDeclRef.getDecl()->HasModifier() || !paramDeclRef.getDecl()->HasModifier() ) { state.directionMask |= kEntryPointParameterDirection_Input; } // If it appears to be an output, process it as such. if(paramDeclRef.getDecl()->HasModifier() || paramDeclRef.getDecl()->HasModifier()) { state.directionMask |= kEntryPointParameterDirection_Output; } return processEntryPointVaryingParameterDecl( context, paramDeclRef.getDecl(), paramType, state, paramVarLayout); } } // There are multiple places where we need to compute the layout // for a "scope" such as the global scope or an entry point. // The `ScopeLayoutBuilder` encapsulates the logic around: // // * Doing layout for the ordinary/uniform fields, which involves // using the `struct` layout rules for constant buffers on // the target. // // * Creating a final type/var layout that reflects whether the // scope needs a constant buffer to be allocated to it. // struct ScopeLayoutBuilder { ParameterBindingContext* m_context = nullptr; LayoutRulesImpl* m_rules = nullptr; RefPtr m_structLayout; UniformLayoutInfo m_structLayoutInfo; // We need to compute a layout for any "pending" data inside // of the parameters being added to the scope, to facilitate // later allocating space for all the pending parameters after // the primary shader parameters. // StructTypeLayoutBuilder m_pendingDataTypeLayoutBuilder; void beginLayout( ParameterBindingContext* context) { m_context = context; m_rules = context->getRulesFamily()->getConstantBufferRules(); m_structLayout = new StructTypeLayout(); m_structLayout->rules = m_rules; m_structLayoutInfo = m_rules->BeginStructLayout(); } void _addParameter( RefPtr firstVarLayout, ParameterInfo* parameterInfo) { // Does the parameter have any uniform data? auto layoutInfo = firstVarLayout->typeLayout->FindResourceInfo(LayoutResourceKind::Uniform); LayoutSize uniformSize = layoutInfo ? layoutInfo->count : 0; if( uniformSize != 0 ) { // Make sure uniform fields get laid out properly... UniformLayoutInfo fieldInfo( uniformSize, firstVarLayout->typeLayout->uniformAlignment); LayoutSize uniformOffset = m_rules->AddStructField( &m_structLayoutInfo, fieldInfo); if( parameterInfo ) { for( auto& varLayout : parameterInfo->varLayouts ) { varLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue(); } } else { firstVarLayout->findOrAddResourceInfo(LayoutResourceKind::Uniform)->index = uniformOffset.getFiniteValue(); } } m_structLayout->fields.Add(firstVarLayout); if( parameterInfo ) { for( auto& varLayout : parameterInfo->varLayouts ) { m_structLayout->mapVarToLayout.Add(varLayout->varDecl.getDecl(), varLayout); } } else { m_structLayout->mapVarToLayout.Add(firstVarLayout->varDecl.getDecl(), firstVarLayout); } // Any "pending" items on a field type become "pending" items // on the overall `struct` type layout. // // TODO: This logic ends up duplicated between here and the main // `struct` layout logic in `type-layout.cpp`. If this gets any // more complicated we should see if there is a way to share it. // if( auto fieldPendingDataTypeLayout = firstVarLayout->typeLayout->pendingDataTypeLayout ) { m_pendingDataTypeLayoutBuilder.beginLayoutIfNeeded(nullptr, m_rules); auto fieldPendingDataVarLayout = m_pendingDataTypeLayoutBuilder.addField(firstVarLayout->varDecl, fieldPendingDataTypeLayout); m_structLayout->pendingDataTypeLayout = m_pendingDataTypeLayoutBuilder.getTypeLayout(); if( parameterInfo ) { for( auto& varLayout : parameterInfo->varLayouts ) { varLayout->pendingVarLayout = fieldPendingDataVarLayout; } } else { firstVarLayout->pendingVarLayout = fieldPendingDataVarLayout; } } } void addParameter( RefPtr varLayout) { _addParameter(varLayout, nullptr); } void addParameter( ParameterInfo* parameterInfo) { SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); _addParameter(firstVarLayout, parameterInfo); } RefPtr endLayout() { // Finish computing the layout for the ordindary data (if any). // m_rules->EndStructLayout(&m_structLayoutInfo); m_pendingDataTypeLayoutBuilder.endLayout(); // Copy the final layout information computed for ordinary data // over to the struct type layout for the scope. // m_structLayout->addResourceUsage(LayoutResourceKind::Uniform, m_structLayoutInfo.size); m_structLayout->uniformAlignment = m_structLayout->uniformAlignment; RefPtr scopeTypeLayout = m_structLayout; // If a constant buffer is needed (because there is a non-zero // amount of uniform data), then we need to wrap up the layout // to reflect the constant buffer that will be generated. // scopeTypeLayout = createConstantBufferTypeLayoutIfNeeded( m_context->layoutContext, scopeTypeLayout); // We now have a bunch of layout information, which we should // record into a suitable object that represents the scope RefPtr scopeVarLayout = new VarLayout(); scopeVarLayout->typeLayout = scopeTypeLayout; if( auto pendingTypeLayout = scopeTypeLayout->pendingDataTypeLayout ) { RefPtr pendingVarLayout = new VarLayout(); pendingVarLayout->typeLayout = pendingTypeLayout; scopeVarLayout->pendingVarLayout = pendingVarLayout; } return scopeVarLayout; } }; /// Helper routine to allocate a constant buffer binding if one is needed. /// /// This function primarily exists to encapsulate the logic for allocating /// the resources required for a constant buffer in the appropriate /// target-specific fashion. /// static ParameterBindingAndKindInfo maybeAllocateConstantBufferBinding( ParameterBindingContext* context, bool needConstantBuffer) { if( !needConstantBuffer ) return ParameterBindingAndKindInfo(); UInt space = context->shared->defaultSpace; auto usedRangeSet = findUsedRangeSetForSpace(context, space); auto layoutInfo = context->getRulesFamily()->getConstantBufferRules()->GetObjectLayout( ShaderParameterKind::ConstantBuffer); ParameterBindingAndKindInfo info; info.kind = layoutInfo.kind; info.count = layoutInfo.size; info.index = usedRangeSet->usedResourceRanges[(int)layoutInfo.kind].Allocate(nullptr, layoutInfo.size.getFiniteValue()); info.space = space; return info; } /// Iterate over the parameters of an entry point to compute its requirements. /// static void collectEntryPointParameters( ParameterBindingContext* context, EntryPoint* entryPoint, SubstitutionSet typeSubst) { DeclRef entryPointFuncDeclRef = entryPoint->getFuncDeclRef(); // We will take responsibility for creating and filling in // the `EntryPointLayout` object here. // RefPtr entryPointLayout = new EntryPointLayout(); entryPointLayout->profile = entryPoint->getProfile(); entryPointLayout->entryPoint = entryPointFuncDeclRef.getDecl(); // The entry point layout must be added to the output // program layout so that it can be accessed by reflection. // context->shared->programLayout->entryPoints.Add(entryPointLayout); // For the duration of our parameter collection work we will // establish this entry point as the current one in the context. // context->entryPointLayout = entryPointLayout; // Note: this isn't really the best place for this logic to sit, // but it is the simplest place where we have a direct correspondence // between a single `EntryPoint` and its matching `EntryPointLayout`, // so we'll use it. // for( auto taggedUnionType : entryPoint->getTaggedUnionTypes() ) { SLANG_ASSERT(taggedUnionType); auto substType = taggedUnionType->Substitute(typeSubst).as(); auto typeLayout = createTypeLayout(context->layoutContext, substType); entryPointLayout->taggedUnionTypeLayouts.Add(typeLayout); } // We are going to iterate over the entry-point parameters, // and while we do so we will go ahead and perform layout/binding // assignment for two cases: // // First, the varying parameters of the entry point will have // their semantics and locations assigned, so we set up state // for tracking that layout. // int defaultSemanticIndex = 0; EntryPointParameterState state; state.ioSemanticIndex = &defaultSemanticIndex; state.optSemanticName = nullptr; state.semanticSlotCount = 0; state.stage = entryPoint->getStage(); // Second, we will compute offsets for any "ordinary" data // in the parameter list (e.g., a `uniform float4x4 mvp` parameter), // which is what the `ScopeLayoutBuilder` is designed to help with. // ScopeLayoutBuilder scopeBuilder; scopeBuilder.beginLayout(context); auto paramsStructLayout = scopeBuilder.m_structLayout; for( auto& shaderParamInfo : entryPoint->getShaderParams() ) { auto paramDeclRef = shaderParamInfo.paramDeclRef; // When computing layout for an entry-point parameter, // we want to make sure that the layout context has access // to the existential type arguments (if any) that were // provided for the entry-point existential type parameters (if any). // context->layoutContext= context->layoutContext .withExistentialTypeArgs( entryPoint->getExistentialTypeArgCount(), entryPoint->getExistentialTypeArgs()) .withExistentialTypeSlotsOffsetBy( shaderParamInfo.firstExistentialTypeSlot); // Any error messages we emit during the process should // refer to the location of this parameter. // state.loc = paramDeclRef.getLoc(); // We are going to construct the variable layout for this // parameter *before* computing the type layout, because // the type layout computation is also determining the effective // semantic of the parameter, which needs to be stored // back onto the `VarLayout`. // RefPtr paramVarLayout = new VarLayout(); paramVarLayout->varDecl = paramDeclRef; paramVarLayout->stage = state.stage; auto paramTypeLayout = computeEntryPointParameterTypeLayout( context, typeSubst, paramDeclRef, paramVarLayout, state); paramVarLayout->typeLayout = paramTypeLayout; // We expect to always be able to compute a layout for // entry-point parameters, but to be defensive we will // skip parameters that couldn't have a layout computed // when assertions are disabled. // SLANG_ASSERT(paramTypeLayout); if(!paramTypeLayout) continue; // Now that we've computed the layout to use for the parameter, // we need to add its resource usage to that of the entry // point as a whole. // // Any "ordinary" data (e.g., a `float4x4`) needs to be accounted // for using the `ScopeLayoutBuilder`, since it will handle // the details of target-specific `struct` type layout. // scopeBuilder.addParameter(paramVarLayout); // All of the other resources types will be handled in a // simpler loop that just increments the relevant counters. // for (auto paramTypeResInfo : paramTypeLayout->resourceInfos) { // We need to skip ordinary data because it is being // handled by the `scopeBuilder`. // if(paramTypeResInfo.kind == LayoutResourceKind::Uniform) continue; // Whatever resources the parameter uses, we need to // assign the parameter's location/register/binding offset to // be the sum of everything added so far. // auto entryPointResInfo = paramsStructLayout->findOrAddResourceInfo(paramTypeResInfo.kind); paramVarLayout->findOrAddResourceInfo(paramTypeResInfo.kind)->index = entryPointResInfo->count.getFiniteValue(); // We then need to add the resources consumed by the parameter // to those consumed by the entry point. // entryPointResInfo->count += paramTypeResInfo.count; } } entryPointLayout->parametersLayout = scopeBuilder.endLayout(); // For an entry point with a non-`void` return type, we need to process the // return type as a varying output parameter. // // TODO: Ideally we should make the layout process more robust to empty/void // types and apply this logic unconditionally. // auto resultType = GetResultType(entryPointFuncDeclRef)->Substitute(typeSubst).as(); SLANG_ASSERT(resultType); if( !resultType->Equals(resultType->getSession()->getVoidType()) ) { state.loc = entryPointFuncDeclRef.getLoc(); state.directionMask = kEntryPointParameterDirection_Output; RefPtr resultLayout = new VarLayout(); resultLayout->stage = state.stage; auto resultTypeLayout = processEntryPointVaryingParameterDecl( context, entryPointFuncDeclRef.getDecl(), resultType->Substitute(typeSubst).as(), state, resultLayout); if( resultTypeLayout ) { resultLayout->typeLayout = resultTypeLayout; for (auto rr : resultTypeLayout->resourceInfos) { auto entryPointRes = paramsStructLayout->findOrAddResourceInfo(rr.kind); resultLayout->findOrAddResourceInfo(rr.kind)->index = entryPointRes->count.getFiniteValue(); entryPointRes->count += rr.count; } } entryPointLayout->resultLayout = resultLayout; } } static void collectParameters( ParameterBindingContext* inContext, Program* program) { // 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; context->stage = Stage::Unknown; auto globalGenericSubst = program->getGlobalGenericSubstitution(); // We will start by looking for any global generic type parameters. for(RefPtr module : program->getModuleDependencies()) { for( auto genParamDecl : module->getModuleDecl()->getMembersOfType() ) { collectGlobalGenericParameter(context, genParamDecl); } } // Once we have enumerated global generic type parameters, we can // begin enumerating shader parameters, starting at the global scope. // // Because we have already enumerated the global generic type parameters, // we will be able to look up the index of a global generic type parameter // when we see it referenced in the type of one of the shader parameters. for(auto& globalParamInfo : program->getShaderParams() ) { // When computing layout for a global shader parameter, // we want to make sure that the layout context has access // to the existential type arguments (if any) that were // provided for the global existential type parameters (if any). // context->layoutContext= context->layoutContext .withExistentialTypeArgs( program->getExistentialTypeArgCount(), program->getExistentialTypeArgs()) .withExistentialTypeSlotsOffsetBy( globalParamInfo.firstExistentialTypeSlot); collectGlobalScopeParameter(context, globalParamInfo, globalGenericSubst); } // Next consider parameters for entry points for(auto entryPoint : program->getEntryPoints()) { context->stage = entryPoint->getStage(); collectEntryPointParameters(context, entryPoint, globalGenericSubst); } context->entryPointLayout = nullptr; } /// Emit a diagnostic about a uniform parameter at global scope. void diagnoseGlobalUniform( SharedParameterBindingContext* sharedContext, VarDeclBase* varDecl) { // It is entirely possible for Slang to support uniform parameters at the global scope, // by bundling them into an implicit constant buffer, and indeed the layout algorithm // implemented in this file computes a layout *as if* the Slang compiler does just that. // // The missing link is the downstream IR and code generation steps, where we would need // to collect all of the global-scope uniforms into a common `struct` type and then // create a new constant buffer parameter over that type. // // For now it is easier to simply ban this case, since most shader authors have // switched to modern HLSL/GLSL style with `cbuffer` or `uniform` block declarations. // // TODO: In the long run it may be best to require *all* global-scope shader parameters // to be marked with a keyword (e.g., `uniform`) so that ordinary global variable syntax can be // used safely. // getSink(sharedContext)->diagnose(varDecl, Diagnostics::globalUniformsNotSupported, varDecl->getName()); } static int _calcTotalNumUsedRegistersForLayoutResourceKind(ParameterBindingContext* bindingContext, LayoutResourceKind kind) { int numUsed = 0; for (auto& pair : bindingContext->shared->globalSpaceUsedRangeSets) { UsedRangeSet* rangeSet = pair.Value; const auto& usedRanges = rangeSet->usedResourceRanges[kind]; for (const auto& usedRange : usedRanges.ranges) { numUsed += int(usedRange.end - usedRange.begin); } } return numUsed; } RefPtr generateParameterBindings( TargetProgram* targetProgram, DiagnosticSink* sink) { auto program = targetProgram->getProgram(); auto targetReq = targetProgram->getTargetReq(); RefPtr programLayout = new ProgramLayout(); programLayout->targetProgram = targetProgram; // Try to find rules based on the selected code-generation target auto layoutContext = getInitialLayoutContextForTarget(targetReq, programLayout); // If there was no target, or there are no rules for the target, // then bail out here. if (!layoutContext.rules) return nullptr; // Create a context to hold shared state during the process // of generating parameter bindings SharedParameterBindingContext sharedContext( layoutContext.getRulesFamily(), programLayout, targetReq, sink); // Create a sub-context to collect parameters that get // declared into the global scope ParameterBindingContext context; context.shared = &sharedContext; context.layoutContext = layoutContext; // Walk through AST to discover all the parameters collectParameters(&context, program); // Now walk through the parameters to generate initial binding information for( auto& parameter : sharedContext.parameters ) { generateParameterBindings(&context, parameter); } // Determine if there are any global-scope parameters that use `Uniform` // resources, and thus need to get packaged into a constant buffer. // // Note: this doesn't account for GLSL's support for "legacy" uniforms // at global scope, which don't get assigned a CB. bool needDefaultConstantBuffer = 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) ) { needDefaultConstantBuffer = true; diagnoseGlobalUniform(&sharedContext, firstVarLayout->varDecl); } } // Next, we want to determine if there are any global-scope parameters // that don't just allocate a whole register space to themselves; these // parameters will need to go into a "default" space, which should always // be the first space we allocate. // // As a starting point, we will definitely need a "default" space if // we are creating a default constant buffer, since it should get // a binding in that "default" space. // bool needDefaultSpace = needDefaultConstantBuffer; if (!needDefaultSpace) { // Next we will look at the global-scope parameters and see if // any of them requires a `register` or `binding` that will // thus need to land in a default space. // for (auto& parameterInfo : sharedContext.parameters) { SLANG_RELEASE_ASSERT(parameterInfo->varLayouts.Count() != 0); auto firstVarLayout = parameterInfo->varLayouts.First(); // For each parameter, we will look at each resource it consumes. // for (auto resInfo : firstVarLayout->typeLayout->resourceInfos) { // We don't care about whole register spaces/sets, since // we don't need to allocate a default space/set for a parameter // that itself consumes a whole space/set. // if( resInfo.kind == LayoutResourceKind::RegisterSpace ) continue; // We also don't want to consider resource kinds for which // the variable already has an (explicit) binding, since // the space from the explicit binding will be used, so // that a default space isn't needed. // if( parameterInfo->bindingInfo[resInfo.kind].count != 0 ) continue; // Otherwise, we have a shader parameter that will need // a default space or set to live in. // needDefaultSpace = true; break; } } } // If we need a space for default bindings, then allocate it here. if (needDefaultSpace) { UInt defaultSpace = 0; // Check if space #0 has been allocated yet. If not, then we'll // want to use it. if (sharedContext.usedSpaces.contains(0)) { // Somebody has already put things in space zero. // // TODO: There are two cases to handle here: // // 1) If there is any free register ranges in space #0, // then we should keep using it as the default space. // // 2) If somebody went and put an HLSL unsized array into space #0, // *or* if they manually placed something like a paramter block // there (which should consume whole spaces), then we need to // allocate an unused space instead. // // For now we don't deal with the concept of unsized arrays, or // manually assigning parameter blocks to spaces, so we punt // on this and assume case (1). defaultSpace = 0; } else { // Nobody has used space zero yet, so we need // to make sure to reserve it for defaults. defaultSpace = allocateUnusedSpaces(&context, 1); // The result of this allocation had better be that // we got space #0, or else something has gone wrong. SLANG_ASSERT(defaultSpace == 0); } sharedContext.defaultSpace = defaultSpace; } // If there are any global-scope uniforms, then we need to // allocate a constant-buffer binding for them here. // ParameterBindingAndKindInfo globalConstantBufferBinding = maybeAllocateConstantBufferBinding( &context, needDefaultConstantBuffer); // Now walk through again to actually give everything // ranges of registers... for( auto& parameter : sharedContext.parameters ) { completeBindingsForParameter(&context, parameter); } // After we have allocated registers/bindings to everything // in the global scope we will process the parameters // of each entry point in order. // // Note: the effect of the current implementation is to // allocate non-overlapping registers/bindings between all // the entry points in the compile request (e.g., if you // have a vertex and fragment shader being compiled together, // we will allocate distinct constant buffer registers for // their uniform parameters). // // TODO: We probably need to provide some more nuanced control // over whether entry points get overlapping or non-overlapping // bindings. It seems clear that if we were compiling multiple // compute kernels in one invocation we'd want them to get // overlapping bindings, because we cannot ever have them bound // together in a single pipeline state. // // Similarly, entry point parameters of DirectX Raytracing (DXR) // shaders should probably be allowed to overlap by default, // since those parameters should really go into the "local root signature." // (Note: there is a bit more subtlety around ray tracing // shaders that will be assembled into a "hit group") // // For now we are just doing the simplest thing, which will be // appropriate for: // // * Compiling a single compute shader in a compile request. // * Compiling some number of rasterization shader entry points // in a single request, to be used together. // * Compiling a single ray-tracing shader in a compile request. // for( auto entryPoint : sharedContext.programLayout->entryPoints ) { auto entryPointParamsLayout = entryPoint->parametersLayout; completeBindingsForParameter(&context, entryPointParamsLayout); } // Next we need to create a type layout to reflect the information // we have collected, and we will use the `ScopeLayoutBuilder` // to encapsulate the logic that can be shared with the entry-point // case. // ScopeLayoutBuilder globalScopeLayoutBuilder; globalScopeLayoutBuilder.beginLayout(&context); for( auto& parameterInfo : sharedContext.parameters ) { globalScopeLayoutBuilder.addParameter(parameterInfo); } auto globalScopeVarLayout = globalScopeLayoutBuilder.endLayout(); if( globalConstantBufferBinding.count != 0 ) { auto cbInfo = globalScopeVarLayout->findOrAddResourceInfo(globalConstantBufferBinding.kind); cbInfo->space = globalConstantBufferBinding.space; cbInfo->index = globalConstantBufferBinding.index; } // After we have laid out all the ordinary parameters, // we need to go through the global scope plus each entry point, // and "flush" out any pending data that was associated with // those scopes as part of dealing with interface-type parameters. // _allocateBindingsForPendingData(&context, globalScopeVarLayout->pendingVarLayout); for( auto entryPoint : sharedContext.programLayout->entryPoints ) { _allocateBindingsForPendingData(&context, entryPoint->parametersLayout->pendingVarLayout); } // HACK: we want global parameters to not have to deal with offsetting // by the `VarLayout` stored in `globalScopeVarLayout`, so we will scan // through and for any global parameter that used "pending" data, we will manually // offset all of its resource infos to account for where the global pending data // got placed. // // TODO: A more appropriate solution would be to pass the `globalScopeVarLayout` // down into the pass that puts layout information onto global parameters in // the IR, and apply the offsetting there. // for( auto& parameterInfo : sharedContext.parameters ) { for( auto varLayout : parameterInfo->varLayouts ) { auto pendingVarLayout = varLayout->pendingVarLayout; if(!pendingVarLayout) continue; for( auto& resInfo : pendingVarLayout->resourceInfos ) { if( auto globalResInfo = globalScopeVarLayout->pendingVarLayout->FindResourceInfo(resInfo.kind) ) { resInfo.index += globalResInfo->index; resInfo.space += globalResInfo->space; } } } } programLayout->parametersLayout = globalScopeVarLayout; { const int numShaderRecordRegs = _calcTotalNumUsedRegistersForLayoutResourceKind(&context, LayoutResourceKind::ShaderRecord); if (numShaderRecordRegs > 1) { sink->diagnose(SourceLoc(), Diagnostics::tooManyShaderRecordConstantBuffers, numShaderRecordRegs); } } return programLayout; } ProgramLayout* TargetProgram::getOrCreateLayout(DiagnosticSink* sink) { if( !m_layout ) { m_layout = generateParameterBindings(this, sink); } return m_layout; } void generateParameterBindings( Program* program, TargetRequest* targetReq, DiagnosticSink* sink) { program->getTargetProgram(targetReq)->getOrCreateLayout(sink); } } // namespace Slang