1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
|
// slang-ir-metadata.cpp
#include "slang-ir-metadata.h"
#include "slang-ir.h"
#include "slang-ir-insts.h"
#include "../compiler-core/slang-artifact-associated-impl.h"
namespace Slang
{
// This file currently implements a pass that collects information about the shader parameters that
// are referenced in the IR. It's named 'metadata' in order to support other potential code
// analysis scenarios in the future.
// Inserts a single resource binding (which takes `count` slots, where 0 means unbounded) into the list of resource ranges.
static void _insertBinding(List<ShaderBindingRange>& ranges, LayoutResourceKind kind, UInt spaceIndex, UInt registerIndex, UInt count)
{
// Construct a new range from the provided resource.
ShaderBindingRange newRange;
newRange.category = kind;
newRange.spaceIndex = spaceIndex;
newRange.registerIndex = registerIndex;
newRange.registerCount = count;
// See if the new range is adjacent to any of the existing ranges, merge with that.
for (auto& range : ranges)
{
if (range.adjacentTo(newRange))
{
range.mergeWith(newRange);
return;
}
}
// No adjacent ranges found - create a new one.
ranges.add(newRange);
}
// Collects the metadata from the provided IR module, saves it in outMetadata.
void collectMetadata(const IRModule* irModule, ArtifactPostEmitMetadata& outMetadata)
{
// Scan the instructions looking for global resource declarations
for (const auto& inst : irModule->getGlobalInsts())
{
auto param = as<IRGlobalParam>(inst);
if (!param) continue;
auto layoutDecoration = param->findDecoration<IRLayoutDecoration>();
if (!layoutDecoration) continue;
auto varLayout = as<IRVarLayout>(layoutDecoration->getLayout());
if (!varLayout) continue;
for(auto sizeAttr : varLayout->getTypeLayout()->getSizeAttrs())
{
auto kind = sizeAttr->getResourceKind();
// Only track resource types that we can reliably track, such as textures.
// Do not track individual uniforms, for example.
if (!ShaderBindingRange::isUsageTracked(kind))
continue;
if (auto offsetAttr = varLayout->findOffsetAttr(kind))
{
// Get the binding information from this attribute and insert it into the list
auto spaceIndex = offsetAttr->getSpace();
auto registerIndex = offsetAttr->getOffset();
auto size = sizeAttr->getSize();
auto count = size.isFinite() ? size.getFiniteValue() : 0;
_insertBinding(outMetadata.m_usedBindings, kind, spaceIndex, registerIndex, count);
}
}
}
}
}
|