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|
// parameter-binding.cpp
#include "parameter-binding.h"
#include "lookup.h"
#include "compiler.h"
#include "type-layout.h"
#include "../../slang.h"
#define SLANG_EXHAUSTIVE_SWITCH() default: assert(!"unexpected"); break;
namespace Slang {
// Information on ranges of registers already claimed/used
struct UsedRange
{
int begin;
int 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;
}
struct UsedRanges
{
List<UsedRange> ranges;
// Add a range to the set, either by extending
// an existing range, or by adding a new one...
void Add(UsedRange const& range)
{
for (auto& rr : ranges)
{
if (rr.begin == range.end)
{
rr.begin = range.begin;
return;
}
else if (rr.end == range.begin)
{
rr.end = range.end;
return;
}
}
ranges.Add(range);
ranges.Sort();
}
void Add(int begin, int end)
{
UsedRange range;
range.begin = begin;
range.end = end;
Add(range);
}
// Try to find space for `count` entries
int Allocate(int count)
{
int begin = 0;
int rangeCount = ranges.Count();
for (int rr = 0; rr < rangeCount; ++rr)
{
// try to fit in before this range...
int end = ranges[rr].begin;
// If there is enough space...
if (end >= begin + count)
{
// ... then claim it and be done
Add(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(begin, begin + count);
return begin;
}
};
struct ParameterBindingInfo
{
size_t space;
size_t index;
size_t count;
};
enum
{
kLayoutResourceKindCount = SLANG_PARAMETER_CATEGORY_MIXED,
};
// Information on a single parameter
struct ParameterInfo : RefObject
{
// Layout info for the concrete variables that will make up this parameter
List<RefPtr<VarLayout>> varLayouts;
ParameterBindingInfo bindingInfo[kLayoutResourceKindCount];
// The next parameter that has the same name...
ParameterInfo* nextOfSameName;
ParameterInfo()
{
// Make sure we aren't claiming any resources yet
for( int ii = 0; ii < kLayoutResourceKindCount; ++ii )
{
bindingInfo[ii].count = 0;
}
}
};
// State that is shared during parameter binding,
// across all translation units
struct SharedParameterBindingContext
{
LayoutRulesFamilyImpl* defaultLayoutRules;
// All shader parameters we've discovered so far, and started to lay out...
List<RefPtr<ParameterInfo>> parameters;
// The program layout we are trying to construct
RefPtr<ProgramLayout> programLayout;
// The source language we are trying to use
SourceLanguage sourceLanguage;
// Information on what ranges of "registers" have already
// been claimed, for each resource type
UsedRanges usedResourceRanges[kLayoutResourceKindCount];
};
// 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 layout rules to use while computing usage...
LayoutRulesFamilyImpl* layoutRules;
// A dictionary to accellerate looking up parameters by name
Dictionary<String, ParameterInfo*> mapNameToParameterInfo;
// What stage (if any) are we compiling for?
Stage stage;
};
struct LayoutSemanticInfo
{
LayoutResourceKind kind; // the register kind
int space;
int 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 = index;
info.space = space;
return info;
}
static bool doesParameterMatch(
ParameterBindingContext* context,
RefPtr<VarLayout> varLayout,
ParameterInfo* parameterInfo)
{
// TODO: need to implement this eventually
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<typename T>
static bool findLayoutArg(
RefPtr<ModifiableSyntaxNode> syntax,
int* outVal)
{
for( auto modifier : syntax->GetModifiersOfType<T>() )
{
*outVal = (int) strtol(modifier->valToken.Content.Buffer(), nullptr, 10);
return true;
}
return false;
}
template<typename T>
static bool findLayoutArg(
DeclRef<Decl> declRef,
int* outVal)
{
return findLayoutArg<T>(declRef.getDecl(), outVal);
}
//
RefPtr<TypeLayout>
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.
// TODO(tfoley): We have multiple variations of
// the `uniform` modifier right now, and that
// needs to get fixed...
if(varDecl->HasModifier<HLSLUniformModifier>() || type->As<ConstantBufferType>())
return CreateTypeLayout(type, rules->getConstantBufferRules());
if(varDecl->HasModifier<GLSLBufferModifier>() || type->As<GLSLShaderStorageBufferType>())
return CreateTypeLayout(type, rules->getShaderStorageBufferRules());
if( varDecl->HasModifier<InModifier>() || type->As<GLSLInputParameterBlockType>())
{
// 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<GLSLPatchModifier>() )
{
// Unwrap array type, if prsent
if( auto arrayType = type->As<ArrayExpressionType>() )
{
type = arrayType->BaseType.Ptr();
}
}
break;
default:
break;
}
return CreateTypeLayout(type, rules->getVaryingInputRules());
}
if( varDecl->HasModifier<OutModifier>() || type->As<GLSLOutputParameterBlockType>())
{
// 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<GLSLPatchModifier>() )
{
// Unwrap array type, if prsent
if( auto arrayType = type->As<ArrayExpressionType>() )
{
type = arrayType->BaseType.Ptr();
}
}
break;
default:
break;
}
return CreateTypeLayout(type, rules->getVaryingOutputRules());
}
// A `const` global with a `layout(constant_id = ...)` modifier
// is a declaration of a specialization constant.
if(varDecl->HasModifier<GLSLConstantIDLayoutModifier>())
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<TypeLayout>
getTypeLayoutForGlobalShaderParameter_HLSL(
ParameterBindingContext* context,
VarDeclBase* varDecl)
{
auto rules = context->layoutRules;
auto type = varDecl->getType();
// HLSL `static` modifier indicates "thread local"
if(varDecl->HasModifier<HLSLStaticModifier>())
return nullptr;
// HLSL `groupshared` modifier indicates "thread-group local"
if(varDecl->HasModifier<HLSLGroupSharedModifier>())
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<TypeLayout>
getTypeLayoutForGlobalShaderParameter(
ParameterBindingContext* context,
VarDeclBase* varDecl)
{
auto rules = context->layoutRules;
switch( context->shared->sourceLanguage )
{
case SourceLanguage::Slang:
case SourceLanguage::HLSL:
return getTypeLayoutForGlobalShaderParameter_HLSL(context, varDecl);
case SourceLanguage::GLSL:
return getTypeLayoutForGlobalShaderParameter_GLSL(context, varDecl);
default:
assert(false);
return nullptr;
}
}
//
// Collect a single declaration into our set of parameters
static void collectGlobalScopeParameter(
ParameterBindingContext* context,
RefPtr<VarDeclBase> varDecl)
{
// 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> varLayout = new VarLayout();
varLayout->typeLayout = typeLayout;
varLayout->varDecl = DeclRef<Decl>(varDecl.Ptr(), nullptr).As<VarDeclBase>();
// This declaration may represent the same logical parameter
// as a declaration that came from a different translation unit.
// 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 = varDecl->Name.Content;
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.Add(parameterName, parameterInfo);
}
else
{
varLayout->flags |= VarLayoutFlag::IsRedeclaration;
}
// Add this variable declaration to the list of declarations for the parameter
parameterInfo->varLayouts.Add(varLayout);
}
static void addExplicitParameterBinding(
ParameterBindingContext* context,
RefPtr<ParameterInfo> parameterInfo,
LayoutSemanticInfo const& semanticInfo,
int count)
{
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 )
{
// TODO: diagnose!
}
// 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 things are bound in `space0` (the default), then we need
// to lay claim to the register range used, so that automatic
// assignment doesn't go and use the same registers.
if (semanticInfo.space == 0)
{
context->shared->usedResourceRanges[(int)semanticInfo.kind].Add(
semanticInfo.index,
semanticInfo.index + count);
}
}
}
static void addExplicitParameterBindings_HLSL(
ParameterBindingContext* context,
RefPtr<ParameterInfo> parameterInfo,
RefPtr<VarLayout> 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<HLSLLayoutSemantic>())
{
// 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, semanticInfo, count);
}
}
static void addExplicitParameterBindings_GLSL(
ParameterBindingContext* context,
RefPtr<ParameterInfo> parameterInfo,
RefPtr<VarLayout> 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.
//
TypeLayout::ResourceInfo* resInfo = nullptr;
LayoutSemanticInfo semanticInfo;
semanticInfo.index = 0;
semanticInfo.space = 0;
if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::DescriptorTableSlot)) )
{
// Try to find `binding` and `set`
if(!findLayoutArg<GLSLBindingLayoutModifier>(varDecl, &semanticInfo.index))
return;
findLayoutArg<GLSLSetLayoutModifier>(varDecl, &semanticInfo.space);
}
else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::VertexInput)) )
{
// Try to find `location` binding
if(!findLayoutArg<GLSLLocationLayoutModifier>(varDecl, &semanticInfo.index))
return;
}
else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::FragmentOutput)) )
{
// Try to find `location` binding
if(!findLayoutArg<GLSLLocationLayoutModifier>(varDecl, &semanticInfo.index))
return;
}
else if( (resInfo = typeLayout->FindResourceInfo(LayoutResourceKind::SpecializationConstant)) )
{
// Try to find `constant_id` binding
if(!findLayoutArg<GLSLConstantIDLayoutModifier>(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, semanticInfo, int(count));
}
// 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> parameterInfo)
{
// There must be at least one declaration for the parameter.
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> 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".
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;
}
auto count = typeRes.count;
bindingInfo.count = count;
bindingInfo.index = context->shared->usedResourceRanges[(int)kind].Allocate((int) count);
// For now we only auto-generate bindings in space zero
bindingInfo.space = 0;
}
// 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,
ProgramSyntaxNode* 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<VarDeclBase>();
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
int length = composedName.Length();
int 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;
}
enum class EntryPointParameterDirection
{
Input,
Output,
};
struct EntryPointParameterState
{
String* optSemanticName;
int* ioSemanticIndex;
EntryPointParameterDirection direction;
int semanticSlotCount;
};
static void processSimpleEntryPointInput(
ParameterBindingContext* context,
RefPtr<ExpressionType> type,
EntryPointParameterState const& state)
{
auto optSemanticName = state.optSemanticName;
auto semanticIndex = *state.ioSemanticIndex;
auto semanticSlotCount = state.semanticSlotCount;
}
static void processSimpleEntryPointOutput(
ParameterBindingContext* context,
RefPtr<ExpressionType> type,
EntryPointParameterState const& state)
{
auto optSemanticName = state.optSemanticName;
auto semanticIndex = *state.ioSemanticIndex;
auto semanticSlotCount = state.semanticSlotCount;
if(!optSemanticName)
return;
auto semanticName = *optSemanticName;
// 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( semanticName.ToLower() == "sv_target" )
{
context->shared->usedResourceRanges[int(LayoutResourceKind::UnorderedAccess)].Add(semanticIndex, semanticIndex + semanticSlotCount);
}
}
static void processSimpleEntryPointParameter(
ParameterBindingContext* context,
RefPtr<ExpressionType> type,
EntryPointParameterState const& inState,
int semanticSlotCount = 1)
{
EntryPointParameterState state = inState;
state.semanticSlotCount = semanticSlotCount;
switch( state.direction )
{
case EntryPointParameterDirection::Input:
processSimpleEntryPointInput(context, type, state);
break;
case EntryPointParameterDirection::Output:
processSimpleEntryPointOutput(context, type, state);
break;
SLANG_EXHAUSTIVE_SWITCH()
}
*state.ioSemanticIndex += state.semanticSlotCount;
}
static void processEntryPointParameter(
ParameterBindingContext* context,
RefPtr<ExpressionType> type,
EntryPointParameterState const& state);
static void processEntryPointParameterWithPossibleSemantic(
ParameterBindingContext* context,
Decl* declForSemantic,
RefPtr<ExpressionType> type,
EntryPointParameterState const& state)
{
// 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<HLSLSimpleSemantic>() )
{
auto semanticInfo = decomposeSimpleSemantic(semantic);
int semanticIndex = semanticInfo.index;
EntryPointParameterState subState = state;
subState.optSemanticName = &semanticInfo.name;
subState.ioSemanticIndex = &semanticIndex;
processEntryPointParameter(context, type, subState);
}
}
// 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.
processEntryPointParameter(context, type, state);
}
static void processEntryPointParameter(
ParameterBindingContext* context,
RefPtr<ExpressionType> type,
EntryPointParameterState const& state)
{
// Scalar and vector types are treated as outputs directly
if(auto basicType = type->As<BasicExpressionType>())
{
processSimpleEntryPointParameter(context, basicType, state);
}
else if(auto basicType = type->As<VectorExpressionType>())
{
processSimpleEntryPointParameter(context, basicType, state);
}
// A matrix is processed as if it was an array of rows
else if( auto matrixType = type->As<MatrixExpressionType>() )
{
auto rowCount = GetIntVal(matrixType->getRowCount());
processSimpleEntryPointParameter(context, basicType, state, (int) rowCount);
}
else if( auto arrayType = type->As<ArrayExpressionType>() )
{
auto elementCount = GetIntVal(arrayType->ArrayLength);
for( int ii = 0; ii < elementCount; ++ii )
{
processEntryPointParameter(context, arrayType->BaseType, state);
}
}
// Ignore a bunch of types that don't make sense here...
else if(auto textureType = type->As<TextureType>()) {}
else if(auto samplerStateType = type->As<SamplerStateType>()) {}
else if(auto constantBufferType = type->As<ConstantBufferType>()) {}
// Catch declaration-reference types late in the sequence, since
// otherwise they will include all of the above cases...
else if( auto declRefType = type->As<DeclRefType>() )
{
auto declRef = declRefType->declRef;
if (auto structDeclRef = declRef.As<StructSyntaxNode>())
{
// Need to recursively walk the fields of the structure now...
for( auto field : GetFields(structDeclRef) )
{
processEntryPointParameterWithPossibleSemantic(
context,
field.getDecl(),
GetType(field),
state);
}
}
else
{
assert(!"unimplemented");
}
}
else
{
assert(!"unimplemented");
}
}
static void collectEntryPointParameters(
ParameterBindingContext* context,
EntryPointRequest* entryPoint,
ProgramSyntaxNode* translationUnitSyntax)
{
// First, look for the entry point with the specified name
// Make sure we've got a query-able member dictionary
buildMemberDictionary(translationUnitSyntax);
Decl* entryPointDecl;
if( !translationUnitSyntax->memberDictionary.TryGetValue(entryPoint->name, entryPointDecl) )
{
// No such entry point!
return;
}
if( entryPointDecl->nextInContainerWithSameName )
{
// Not the only decl of that name!
return;
}
FunctionSyntaxNode* entryPointFuncDecl = dynamic_cast<FunctionSyntaxNode*>(entryPointDecl);
if( !entryPointFuncDecl )
{
// Not a function!
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<VarDeclBase>();
if(!paramDecl)
continue;
// We have an entry-point parameter, and need to figure out what to do with it.
// If it appears to be an input, process it as such.
if( paramDecl->HasModifier<InModifier>() || paramDecl->HasModifier<InOutModifier>() || !paramDecl->HasModifier<OutModifier>() )
{
state.direction = EntryPointParameterDirection::Input;
processEntryPointParameterWithPossibleSemantic(
context,
paramDecl.Ptr(),
paramDecl->Type.type,
state);
}
// If it appears to be an output, process it as such.
if(paramDecl->HasModifier<OutModifier>() || paramDecl->HasModifier<InOutModifier>())
{
state.direction = EntryPointParameterDirection::Output;
processEntryPointParameterWithPossibleSemantic(
context,
paramDecl.Ptr(),
paramDecl->Type.type,
state);
}
}
// 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.direction = EntryPointParameterDirection::Output;
processEntryPointParameterWithPossibleSemantic(
context,
entryPointFuncDecl,
resultType,
state);
}
}
// 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,
ProgramSyntaxNode* 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->stage = Stage::Unknown;
// 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->stage = inferStageForTranslationUnit(translationUnit.Ptr());
// 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(), translationUnit->SyntaxNode.Ptr());
}
}
// Now collect parameters from loaded modules
for (auto& module : request->loadedModulesList)
{
collectModuleParameters(context, module.Ptr());
}
}
void generateParameterBindings(
CompileRequest* request)
{
// TODO: infer a language or set of language rules to use based on the
// source files and entry points given
auto language = SourceLanguage::Unknown;
for( auto& translationUnit : request->translationUnits )
{
auto translationUnitLanguage = translationUnit->sourceLanguage;
if( language == SourceLanguage::Unknown )
{
language = translationUnitLanguage;
}
else if( language == translationUnitLanguage )
{
// same language: nothing to do...
}
else
{
// mismatch!
// TODO(tfoley): emit a diagnostic
}
}
// TODO(tfoley): We should really be picking layout rules
// based on the *target* language, and not the source...
auto rules = GetLayoutRulesFamilyImpl(language);
assert(rules);
RefPtr<ProgramLayout> programLayout = new ProgramLayout;
// Create a context to hold shared state during the process
// of generating parameter bindings
SharedParameterBindingContext sharedContext;
sharedContext.defaultLayoutRules = rules;
sharedContext.programLayout = programLayout;
sharedContext.sourceLanguage = language;
// Create a sub-context to collect parameters that get
// declared into the global scope
ParameterBindingContext context;
context.shared = &sharedContext;
context.layoutRules = sharedContext.defaultLayoutRules;
// Walk through AST to discover all the parameters
collectParameters(&context, request);
// 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 )
{
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 )
{
globalConstantBufferBinding.index =
context.shared->usedResourceRanges[
(int)LayoutResourceKind::ConstantBuffer].Allocate(1);
// For now we only auto-generate bindings in space zero
globalConstantBufferBinding.space = 0;
}
// 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<StructTypeLayout> globalScopeStructLayout = new StructTypeLayout();
globalScopeStructLayout->rules = globalScopeRules;
UniformLayoutInfo structLayoutInfo = globalScopeRules->BeginStructLayout();
for( auto& parameterInfo : sharedContext.parameters )
{
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<TypeLayout> globalScopeLayout = globalScopeStructLayout;
// If there are global-scope uniforms, then we need to wrap
// up a global constant buffer type layout to hold them
if( anyGlobalUniforms )
{
auto globalConstantBufferLayout = createParameterBlockTypeLayout(
nullptr,
globalScopeStructLayout,
globalScopeRules);
globalScopeLayout = globalConstantBufferLayout;
}
// We now have a bunch of layout information, which we should
// record into a suitable object that represents the program
programLayout->globalScopeLayout = globalScopeLayout;
request->layout = programLayout;
}
}
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