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Making it easier to work with shaders
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Using the Reflection API
This chapter provides an introduction to the Slang reflection API. Our goals in this chapter are to:
-
Demonstrate the recommended types and operations to use for the most common reflection scenarios
-
Provide an underlying mental model for how Slang's reflection information represents the structure of a program
We will describe the structure of a program that traverses all of the parameters of a shader program and prints information (including binding locations) for them. The code shown here is derived from the reflection-api example that is included in the Slang repository. Readers may find it helpful to follow along with that code, to see a more complete picture of what is presented here.
Compiling a Program
The first step in reflecting a shader program is, unsurprisingly, to compile it.
Currently reflection information cannot be queried from code compiled via the command-line slangc tool, so applications that want to perform reflection on Slang shader code should use the compilation API to compile a program, and then use getLayout() to extract reflection information:
slang::IComponentType * program = ...; slang:: ProgramLayout * programLayout = program -> getLayout ( targetIndex );
For more information, see the relevant section of the chapter on compilation.
Types and Variables
We start our discussion of the reflection API with two of the fundamental building blocks used to represent the structure of a program: types and variables.
A key property of GPU shader programming is that the same type may be laid out differently, depending on how it is used.
For example, a user-defined struct type Stuff will often be laid out differently if it is used in a ConstantBuffer<Stuff> than in a StructuredBuffer<Stuff>.
Because the same thing can be laid out in multiple ways (even within the same program), the Slang reflection API represents types and variables as distinct things from the layouts applied to them. This section focuses only on the underlying types/variables, while later sections will build on these concepts to show how layouts can be reflected.
Variables
A VariableReflection represents a variable declaration in the input program.
Variables include global shader parameters, fields of struct types, and entry-point parameters.
Because a VariableReflection does not include layout information, the main things that can be queried on it are just its name and type:
void printVariable ( slang::VariableReflection * variable ) {const char * name = variable -> getName (); slang::TypeReflection * type = variable -> getType ();"name: " );printQuotedString (name );"type: " );printType (type ); }
Types
A TypeReflection represents some type in the input program.
There are various different kinds of types, such as arrays, user-defined struct types, and built-in types like int.
The reflection API represents these different cases with the TypeReflection::Kind enumeration.
On its own, a TypeReflection does not include layout information.
We will now start building a function for printing information about types:
void printType (slang::TypeReflection * type ) {const char * name = type -> getName (); slang::TypeReflection ::Kind kind = type -> getKind ();"name: " );printQuotedString (name );"kind: " );printTypeKind (kind );// ... }
Given what has been presented so far, if we have a Slang variable declaration like the following:
float x ;
then applying printVariable() to a VariableReflection for x would yield:
name: "x" type: name: "float" kind: Scalar
Additional information can be queried from a TypeReflection, depending on its kind:
void printType (slang::TypeReflection * type ) {// ... switch (type -> getKind ()) {default :break ;// ... } }
The following subsections will show examples of what can be queried for various kinds of types.
Scalar Types
Scalar types store an additional enumerant to indicate which of the built-in scalar types is being represented:
case slang::TypeReflection ::Kind ::Scalar : {"scalar type: " );printScalarType (type -> getScalarType ()); }break ;
The slang::ScalarType enumeration includes cases for the built-in integer and floating-point types (for example, slang::ScalarType::UInt64 and slang::ScalarType::Float16), as well as the basic bool type (slang::ScalarType::Bool).
The void type is also considered a scalar type (slang::ScalarType::Void);
Structure Types
A structure type may have zero or more fields.
Each field is represented as a VariableReflection.
A TypeReflection allows the fields to be enumerated using getFieldCount() and getFieldByIndex().
case slang::TypeReflection ::Kind ::Struct : {"fields:" );int fieldCount = type -> getFieldCount ();for (int f = 0 ;f < fieldCount ;f ++ ) {"- " ); slang::VariableReflection * field = type -> getFieldByIndex (f );printVariable (field ); } }break ;
For the purposes of the reflection API, the fields of a struct type are its non-static members (both public and non-public).
Given Slang code like the following:
struct S { int a ; float b ; }
Reflection on type S would yield:
name: "S"
kind: Struct
fields:
- name: "a"
type:
name: "int"
kind: Scalar
- name: "b"
type:
name: "float"
kind: Scalar
Arrays
An array type like int[3] is defined by the number and type of elements in the array, which can be queried with getElementCount() and getElementType, respectively:
case slang::TypeReflection ::Kind ::Array : {"element count: " );printPossiblyUnbounded (type -> getElementCount ());"element type: " );printType (type -> getElementType ()); }break ;
Some array types, like Stuff[], have unbounded size.
The Slang reflection API represents this case using the maximum value possible for the size_t result from getElementCount():
void printPossiblyUnbounded (size_t value ) {if (value == ~size_t (0 )) {printf ("unbounded" ); }else {printf ("%u" ,unsigned (value )); } }
Vectors
Vector types like int3 are similar to arrays, in that they are defined by their element type and number of elements:
case slang::TypeReflection ::Kind ::Vector : {"element count: " );printCount (type -> getElementCount ());"element type: " );printType (type -> getElementType ()); }break ;
Matrices
Matrix types like float3x4 are defined by the number of rows, the number of columns, and the element type:
case slang::TypeReflection ::Kind ::Matrix : {"row count: " );printCount (type -> getRowCount ());"column count: " );printCount (type -> getColumnCount ());"element type: " );printType (type -> getElementType ()); }break ;
Resources
There are a wide range of resource types, including simple cases like TextureCube and StructuredBuffer<int>, as well as quite complicated ones like RasterizerOrderedTexture2DArray<int4> and AppendStructuredBuffer<Stuff>.
The Slang reflection API breaks down the properties of a resource type into its shape, access, and result type:
case slang::TypeReflection ::Kind ::Resource : {key ("shape" );printResourceShape (type -> getResourceShape ());key ("access" );printResourceAccess (type -> getResourceAccess ());key ("result type" );printType (type -> getResourceResultType ()); }break ;
The result type of a resource is simply whatever would be returned by a basic read operation on that resource.
For resource types in Slang code, the result type is typically written as a generic type parameter after the type name.
For a StructuredBuffer<Thing> the result type is Thing, while for a Texture2D<int3> it is int3.
A texture type like Texture2D that does not give an explicit result type has a default result type of float4.
The access of a resource (SlangResourceAccess) represents how the elements of the resource may be accessed by shader code.
For Slang resource types, access is typically encoded as a prefix on the type name.
For example, an unprefixed Texture2D has read-only access (SLANG_RESOURCE_ACCESS_READ), while a RWTexture2D has read-write access (SLANG_RESOURCE_ACCESS_READ_WRITE).
The shape of a resource (SlangResourceShape) represents the conceptual rank/dimensionality of the resource and how it is indexed.
For Slang resource type names, everything after the access prefix is typically part of the shape.
A resource shape breaks down into a base shape along with a few possible suffixes like array-ness:
void printResourceShape (SlangResourceShape shape ) {"base shape:" );switch (shape & SLANG_BASE_SHAPE_MASK ) {case SLANG_TEXTURE1D :printf ("TEXTURE1D" );break ;case SLANG_TEXTURE2D :printf ("TEXTURE2D" );break ;// ... }if (shape & SLANG_TEXTURE_ARRAY_FLAG )printf ("ARRAY" );if (shape & SLANG_TEXTURE_MULTISAMPLE_FLAG )printf ("MULTISAMPLE" );// ... }
Single-Element Containers
Types like ConstantBuffer<T> and ParameterBlock<T> represent a grouping of parameter data, and behave like an array or structured buffer with only a single element:
case slang::TypeReflection ::Kind ::ConstantBuffer :case slang::TypeReflection ::Kind ::ParameterBlock :case slang::TypeReflection ::Kind ::TextureBuffer :case slang::TypeReflection ::Kind ::ShaderStorageBuffer : {key ("element type" );printType (type -> getElementType ()); }break ;
Layout for Types and Variables
The Slang reflection API provides VariableLayoutReflection and TypeLayoutReflection to represent a layout of a given variable or type.
As discussed earlier, the same type might have multiple different layouts used for it in the same program.
Layout Units
A key challenge that the Slang reflection API has to address is how to represent the offset of a variable (or struct field, etc.) or the size of a type when struct types are allowed to mix various kinds of data together.
For example, consider the following Slang code:
struct Material { Texture2D albedoMap ; SamplerState sampler ; float2 uvScale ; float2 uvBias ; } struct Uniforms { TextureCube environmentMap ; SamplerState environmentSampler ; float3 sunLightDirection ; float3 sunLightIntensity ; Material material ; // ... } ParameterBlock < Uniforms > uniforms ;
When laid out in the given parameter block, what is the offset of the field Uniforms::material? What is the size of the Material type?
The key insight is that layout is multi-dimensional: the same type can have a size in multiple distinct units.
For example, when compiling the above code for D3D12/DXIL, the answer is that the Uniforms::material has an offset of one t register, one s register, and 32 bytes.
Similarly, the size of the Material type is one t register, one s register, and 16 bytes.
We refer to these distinct units of measure used in layouts (including bytes, t registers, and s registers) as layout units.
Layout units are represented in the Slang reflection API with the slang::ParameterCategory enumeration.
(We will avoid the term "parameter category," despite that being the name currently exposed in the public API; that name has turned out to be a less-than-ideal choice).
Variable Layouts
A VariableLayoutReflection represents a layout computed for a given variable (itself a VariableReflection).
The underlying variable can be accessed with getVariable(), but the variable layout also provides accessors for the most important properties.
A variable layout stores the offsets of that variable (possibly in multiple layout units), and also a type layout for the data stored in the variable.
void printVarLayout (slang::VariableLayoutReflection * varLayout ) {"name" );printQuotedString (varLayout -> getName ());printRelativeOffsets (varLayout );key ("type layout" );printTypeLayout (varLayout -> getTypeLayout ()); }
Offsets
The offsets stored by a VariableLayoutReflection are always relative to the enclosing struct type, scope, or other context that surrounds the variable.
The VariableLayoutReflection::getOffset method can be used to query the relative offset of a variable for any given layout unit:
void printOffset ( slang::VariableLayoutReflection * varLayout , slang::ParameterCategory layoutUnit ) {size_t offset = varLayout -> getOffset (layoutUnit );"value: " );offset );"unit: " );printLayoutUnit (layoutUnit );// ... }
If an application knows what unit(s) it expects a variable to be laid out in, it can directly query those. However, in a case like our systematic traversal of all shader parameters, it is not always possible to know what units a given variable uses.
The Slang reflection API can be used to query layout units used by a given variable layout with getCategoryCount() and getCategoryByIndex():
void printRelativeOffsets ( slang::VariableLayoutReflection * varLayout ) {"relative offset: " );int usedLayoutUnitCount = varLayout -> getCategoryCount ();for (int i = 0 ;i < usedLayoutUnitCount ;++ i ) {auto layoutUnit = varLayout -> getCategoryByIndex (i );printOffset (varLayout ,layoutUnit ); } }
Spaces / Sets
For certain target platforms and layout units, the offset of a variable for that unit might include an additional dimension that represents a Vulkan/SPIR-V descriptor set, D3D12/DXIL register space, or a WebGPU/WGSL binding group. In this chapter, we will uniformly refer to all of these concepts as spaces.
The relative space offset of a variable layout for a given layout unit can be queried with getBindingSpace():
void printOffset ( slang::VariableLayoutReflection * varLayout , slang::ParameterCategory layoutUnit ) {// ... size_t spaceOffset = varLayout -> getBindingSpace (layoutUnit );switch (layoutUnit ) {default :break ;case slang::ParameterCategory ::ConstantBuffer :case slang::ParameterCategory ::ShaderResource :case slang::ParameterCategory ::UnorderedAccess :case slang::ParameterCategory ::SamplerState :case slang::ParameterCategory ::DescriptorTableSlot :"space: " );spaceOffset ); } }
The code above only prints the space offset for the layout units where a space is semantically possible and meaningful.
Type Layouts
A TypeLayoutReflection represents a layout computed for a type.
The underlying type that layout was computed for can be accessed using TypeLayoutReflection::getType(), but accessors are provided so that the most common properties of types can be queried on type layouts.
The main thing that a type layout stores is the size of the type:
void printTypeLayout (slang::TypeLayoutReflection * typeLayout ) {"name: " );printQuotedString (typeLayout -> getName ());"kind: " );printTypeKind (typeLayout -> getKind ());printSizes (typeLayout );// ... }
Size
Similarly to variable layouts, the size of a type layout can be queried given a chosen layout unit:
void printSize ( slang::TypeLayoutReflection * typeLayout , slang::ParameterCategory layoutUnit ) {size_t size = typeLayout -> getSize (layoutUnit );key ("value" );printPossiblyUnbounded (size );key ("unit" );writeLayoutUnit (layoutUnit ); }
Note that the size of a type may be unbounded for a particular layout unit; this case is encoded just like the unbounded case for the element count of an array type (~size_t(0)).
The layout units used by a particular type layout can be iterated over using getCategoryCount() and getCategoryByIndex():
void printSizes (slang::TypeLayoutReflection * typeLayout ) {"size: " );int usedLayoutUnitCount = typeLayout -> getCategoryCount ();for (int i = 0 ;i < usedLayoutUnitCount ;++ i ) {auto layoutUnit = typeLayout -> getCategoryByIndex (i );"- " );printSize (typeLayout ,layoutUnit ); }// ... }
Alignment and Stride
For any given layout unit, a type layout can also reflect the alignment of the type for that unit with TypeLayoutReflection::getAlignment().
Alignment is typically only interesting when the layout unit is bytes (slang::ParameterCategory::Uniform).
Note that, unlike in C/C++, a type layout in Slang may have a size that is not a multiple of its alignment.
The stride of a type layout (for a given layout unit) is its size rounded up to its alignment, and is used as the distance between consecutive elements in arrays.
The stride of a type layout can be queried for any chosen layout unit with TypeLayoutReflection::getStride().
Note that all of the TypeLayoutReflection methods getSize(), getAlignment(), and getStride() default to returning information in bytes, if a layout unit is not specified.
The same is true of the VariableLayoutReflection::getOffset() method.
The alignment and stride of a type layout can be reflected when it is relevant with code like:
void printTypeLayout (slang::TypeLayoutReflection * typeLayout ) {// ... if (typeLayout -> getSize ()!= 0 ) {"alignment in bytes: " );typeLayout -> getAlignment ());"stride in bytes: " );typeLayout -> getStride ()); }// ... }
Kind-Specific Information
Just as with the underlying types, a type layout may store additional information depending on the kind of type:
void printTypeLayout (slang::TypeLayoutReflection * typeLayout ) {// ... switch (typeLayout -> getKind ()) {default :break ;// ... } }
The following subsections will cover the important kinds to handle when reflecting type layouts.
Structure Type Layouts
A type layout for a struct type provides access to the fields of the struct, with each field represented as a variable layout:
case slang::TypeReflection ::Kind ::Struct : {"fields: " );int fieldCount = typeLayout -> getFieldCount ();for (int f = 0 ;f < fieldCount ;f ++ ) {auto field = typeLayout -> getFieldByIndex (f );printVarLayout (field ); } }break ;
The offset information stored on the type layout for each field will always be relative to the start of the struct type.
Array Type Layouts
Array type layouts store a layout for the element type of the array, which can be accessed with getElementTypeLayout():
case slang::TypeReflection ::Kind ::Array : {"element count: " );printPossiblyUnbounded (typeLayout -> getElementCount ());"element type layout: " );printTypeLayout (typeLayout -> getElementTypeLayout ()); }break ;
Matrix Type Layouts
A layout for a matrix type stores a matrix layout mode (SlangMatrixLayoutMode) to record whether the type was laid out in row-major or column-major layout:
case slang::TypeReflection ::Kind ::Matrix : {// ... "matrix layout mode: " );printMatrixLayoutMode (typeLayout -> getMatrixLayoutMode ()); }break ;
Note that the concepts of "row" and "column" as employed by Slang are the opposite of how Vulkan, SPIR-V, GLSL, and OpenGL use those terms.
When Slang reflects a matrix as using row-major layout, the corresponding matrix in generated SPIR-V will have a ColMajor decoration.
For an explanation of why these conventions differ, please see the relevant appendix.
Single-Element Containers
Constant buffers, parameter blocks, and other types representing grouping of parameters are the most subtle cases to handle for reflection. The Slang reflection API aspires to provide complete and accurate information for these cases, but understanding why the provided data is what it is requires an appropriate mental model.
Simple Cases
In simple cases, a constant buffer has only ordinary data in it (things where the only used layout unit is bytes):
struct DirectionalLight
{
float3 direction;
float3 intensity;
}
ConstantBuffer<DirectionalLight> light;
When this case is laid out for D3D12, the DirectionalLight type will consume 28 bytes, but the light parameter will instead consume one b register.
We thus see that the ConstantBuffer<> type effectively "hides" the number of bytes used by its element.
Similarly, when a parameter block only has opaque types in it:
struct Material
{
Texture2D albedoMap;
Texture2D glossMap;
SamplerState sampler;
}
ParameterBlock<Material> material;
When this is laid out for Vulkan, the Material type will consume 3 bindings, but the material parameter will instead consume one space.
A ParameterBLock<> type hides the bindings/registers/slots used by its element.
When Things Leak
If the element type of a constant buffer includes any data that isn't just measured in bytes, that usage will "leak" into the size of the constant buffer. For example:
struct ViewParams
{
float3 cameraPos;
float3 cameraDir;
TextureCube envMap;
}
ConstantBuffer<ViewParams> view;
If this example is laid out for D3D12, the ViewParams type will have a size of 28 bytes (according to D3D constant buffer layout rules) and one t register.
The size of the view parameter will be one b register and one t register.
The ConstantBuffer<> type can hide the bytes used by ViewParams, but the used t register leaks out and becomes part of the size of view.
If the same example is laid out for Vulkan, the ViewParams type will have a size of 28 bytes (according to std140 layout rules) and one binding.
The size of the view parameter will be two bindings.
An important question a user might have in the Vulkan case, is whether the binding for view comes before that for view.envMap, or the other way around.
The answer is that the Slang compiler always lays out the "container" part of a parameter like view (the constant buffer) before the element, but a client of the reflection API shouldn't have to know such things to understand the information that gets reflected.
Note that in the Vulkan case, the offset of the envMap field within ViewParams is zero bindings, but the offset of view.envMap field relative to view is one binding.
Computing the cumulative offset of view.envMap requires more information than just that available on the variable layouts for view and view.envMap.
Similar cases of usage leaking can occur for parameter blocks, when one parameter block is nested within another.
A ConstantBuffer<> Without a Constant Buffer
While it is an uncommon case, it is possible to use a ConstantBuffer<> with an element type that contains no ordinary data (nothing with a layout unit of bytes):
struct Material
{
Texture2D albedoMap;
Texture2D glossMap;
SamplerState sampler;
}
ConstantBuffer<Material> material;
If this case is compiled for Vulkan, the material parameter will consume 3 bindings, but none of those will be for a constant buffer.
In this case, unlike in the preceding example with view.envMap, the offset of material.albedoMap relative to material will be zero bindings.
Implicitly-Allocated Constant Buffers
A common use case for parameter blocks is to wrap up all of the parameters of a shader, or of some subsystem. In such cases, there are likely to be both ordinary-type and opaque-type fields:
struct PointLight
{
float3 position;
float3 intensity;
}
struct LightingEnvironment
{
TextureCube envMap;
PointLight pointLights[10];
}
ParameterBlock<LightingEnvironment> lightEnv;
If this example is compiled for Vulkan, the LightingEnvironment type uses 316 bytes and one binding (ParameterCategory::DescriptorTableSlot), while lightEnv uses one descriptor set (ParameterCategory::SubElementRegisterSpace).
What is not clear in the above description, however, is that because LightingEnvironment uses ordinary bytes, the Slang compiler will have to implicitly allocate a binding for a constant buffer to hold those bytes.
Conceptually, the layout is similar to what would be produced for ParameterBlock<ConstantBuffer<LightingEnvironment>>.
Furthermore, that constant buffer binding will be the first binding within the descriptor set for lightEnv, so that the cumulative binding offset for lightEnv.envMap will be one binding (even though LightingEnvironment::envMap has a relative offset of zero bindings).
Container and Element
In order to properly handle all of the nuances described here, the layout for a type like ConstantBuffer<Thing> or ParameterBlock<Thing> includes both layout information for the element of the container (a Thing) as well as layout information for the container itself.
Furthermore, the layout information for both the element and container need to support storing offset information (not just size), relative to the overall ConstantBuffer<> or ParameterBlock<>.
The breakdown is thus:
-
The size information for the complete container type layout reflects whatever usage "leaks" out, such that it would need to be accounted for when further aggregating the overall type.
-
Information about the allocated container is stored as a variable layout, queried with
getContainerVarLayout()-
The type layout for that variable layout shows what was allocated to represent the container itself, including any implicitly-allocated constant buffer
-
The offsets of that variable layout show where the container is situated relative to the overall type. With the current layout strategies used by the Slang compiler, all of these offsets will be zero.
-
-
Information about the element is stored as a variable layout, queried with
getElementVarLayout()-
The type layout of that variable layout shows how the element type is laid out inside container.
-
The offsets on that variable layout show where the element is situated relative to the overall type. These offsets will be non-zero in cases where there is some layout unit used by both the element type and the container itself.
-
Given this understanding, we can now look at the logic to reflect a type layout for a constant buffer, parameter block, or similar type.
case slang::TypeReflection ::Kind ::ConstantBuffer :case slang::TypeReflection ::Kind ::ParameterBlock :case slang::TypeReflection ::Kind ::TextureBuffer :case slang::TypeReflection ::Kind ::ShaderStorageBuffer : {"container: " );printOffsets (typeLayout -> getContainerVarLayout ());auto elementVarLayout = typeLayout -> getElementVarLayout ();"element: " );printOffsets (elementVarLayout );"type layout: " );printTypeLayout (elementVarLayout -> getTypeLayout (); }break ;
Note that the application logic here does not simply make use of printVarLayout() on the results of both getContainerVarLayout() and getElementVarLayout(), even though it technically could.
While these sub-parts of the overall type layout are each represented as a VariableLayoutReflection, many of the properties of those variable layouts are uninteresting or null; they primarily exist to convey offset information.
Example
Given input code like the following:
struct Material { Texture2D albedoMap ; SamplerState sampler ; float2 uvScale ; float2 uvBias ; } struct FrameParams { ConstantBuffer < Material > material ; float3 cameraPos ; float3 cameraDir ; TextureCube envMap ; float3 sunLightDir ; float3 sunLightIntensity ; Texture2D shadowMap ; SamplerComparisonState shadowMapSampler ; } ParameterBlock < FrameParams > params ;
We will look at the kind of output our example application prints for params when compiling for Vulkan.
The basic information for the variable and its type layout looks like:
- name: "params"
offset:
relative:
- value: 1
unit: SubElementRegisterSpace # register spaces / descriptor sets
type layout:
name: "ParameterBlock"
kind: ParameterBlock
size:
- value: 1
unit: SubElementRegisterSpace # register spaces / descriptor sets
As we would expect, the size of the parameter block is one register space (aka Vulkan descriptor set).
In this case, the Slang compiler has assigned params to have a space offset of 1 (set=1 in GLSL terms).
The offset information for the container part of params is the following:
container:
offset:
relative:
- value: 0
unit: DescriptorTableSlot # bindings
space: 0
- value: 0
unit: SubElementRegisterSpace # register spaces / descriptor sets
We can see from this information that the ParameterBlock<> container had two things allocated to it: a descriptor set (ParameterCategory::SubElementRegisterSpace), and a binding within that descriptor set (ParameterCategory::DescriptorTableSlot) for the automatically-introduced constant buffer.
That automatically-introduced buffer has an offset of 0 bindings from the start of the descriptor set.
The layout for the element part of the parameter block is as follows:
element:
offset:
relative:
- value: 1
unit: DescriptorTableSlot # bindings
space: 0
- value: 0
unit: Uniform # bytes
type layout:
name: "FrameParams"
kind: Struct
size:
- value: 6
unit: DescriptorTableSlot # bindings
- value: 64
unit: Uniform # bytes
alignment in bytes: 16
stride in bytes: 64
fields:
- name: "material"
offset:
relative:
- value: 0
unit: DescriptorTableSlot # bindings
space: 0
...
We see here that the type layout for the element is as expected of a layout for the FrameParams type.
In particular, note how the material field has a relative offset of zero bindings from the start of the struct, as is expected for the first field.
In order to account for the automatically-introduced constant buffer that is used by the container part of the layout, the element variable layout includes a relative offset of one binding (ParameterCategory::DescriptorTableSlot).
In a later section we will discuss how to easily sum up the various relative offsets shown in an example like this, when an application wants to compute a cumulative offset for a field like params.material.sampler.
Pitfalls to Avoid
It is a common mistake for users to apply getElementTypeLayout() on a single-element container, instead of using getElementVarLayout() as we advise here.
The implementation of the reflection API makes an effort to ensure that the type layout returned by getElementTypeLayout() automatically bakes in the additional offsets that are needed, but the results can still be unintuitive.
Programs and Scopes
So far, our presentation has largely been bottom-up: we have shown how to recursively perform reflection on types, variables, and their layouts, but we have not yet shown how how to get this recursive traversal started. We will now proceed top-down for a bit, and look at how to reflect the top-level parameters of a program.
A ProgramLayout is typically obtained using IComponentType::getLayout() after compiling and linking a Slang program.
A program layout primarily comprises the global scope, and zero or more entry points:
void printProgramLayout ( slang::ProgramLayout * programLayout ) {"global scope: " );printScope (programLayout -> getGlobalParamsVarLayout ());"entry points: " );int entryPointCount = programLayout -> getEntryPointCount ();for (int i = 0 ;i < entryPointCount ;++ i ) {"- " );printEntryPointLayout (programLayout -> getEntryPointByIndex (i )); } }
The global scope and entry points are each an example of a scope where top-level shader parameters can be declared.
Scopes are represented in the reflection API using VariableLayoutReflections.
We will now discuss the details of reflection for scopes, starting with the global scope as an example.
Global Scope
In order to understand how the Slang reflection API exposes the global scope, it is valuable to think of the steps (some of them optional) that the Slang compiler applies to global-scope shader parameter declarations as part of compilation.
Parameters are Grouped Into a Structure
If a shader program declares global-scope parameters like the following:
Texture2D diffuseMap ; TextureCube envMap ; SamplerState sampler ;
The Slang compiler will conceptually group all of those distinct global-scope parameter declarations into a struct type and then have only a single global-scope parameter of that type:
struct Globals { Texture2D diffuseMap ; TextureCube envMap ; SamplerState sampler ; } uniform Globals globals ;
In this simple kind of case, the scope will be reflected as a variable layout with a struct type layout, with one field for each parameter declared in that scope:
void printScope ( slang::VariableLayoutReflection * scopeVarLayout ) {auto scopeTypeLayout = scopeVarLayout -> getTypeLayout ();switch (scopeTypeLayout -> getKind ()) {case slang::TypeReflection ::Kind ::Struct : {"parameters: " );int paramCount = scopeTypeLayout -> getFieldCount ();for (int i = 0 ;i < paramCount ;i ++ ) {"- " );auto param = scopeTypeLayout -> getFieldByIndex (i );printVarLayout (param ,& scopeOffsets ); } }break ;// ... } }
Wrapped in a Constant Buffer If Needed
In existing shader code that was originally authored for older APIs (such as D3D9) it is common to find a mixture of opaque and ordinary types appearing as global-scope shader parameters:
Texture2D diffuseMap ; TextureCube envMap ; SamplerState sampler ; uniform float3 cameraPos ; uniform float3 cameraDir ;
In these cases, when the Slang compiler groups the parameters into a single struct:
struct Globals { Texture2D diffuseMap ; TextureCube envMap ; SamplerState sampler ; float3 cameraPos ; float3 cameraDir ; }
it finds that the resulting struct consumes a non-zero number of bytes and, for most compilation targets, it will automatically wrap that structure in a ConstantBuffer<> before declaring the single shader parameter that represents the global scope:
ConstantBuffer < Globals > globals
This case shows up in the Slang reflection API as the scope having a type layout with the constant-buffer kind:
case slang::TypeReflection ::Kind ::ConstantBuffer :"automatically-introduced constant buffer: " );printOffsets (scopeTypeLayout -> getContainerVarLayout ());printScope (scopeTypeLayout -> getElementVarLayout ());break ;
In this case, the container variable layout reflects the relative offsets for where the automatically-introduced constant buffer is bound, and the element variable layout reflects the global scope parameters that were wrapped in this way.
Wrapped in a Parameter Block If Needed
For targets like D3D12/DXIL, Vulkan/SPIR-V, and WebGPU/WGSL, most shader parameters must be bound via the target-specific grouping mechanism (descriptor tables, descriptor sets, or binding groups, respectively).
If the Slang compiler is compiling for such a target and detects that there are global-scope parameters that do not specify an explicit space, then it will conceptually wrap the global-scope declarations in a ParameterBlock<> that provides a default space.
For example, if compiling this code to Vulkan:
Texture2D diffuseMap ; [[vk ::binding ( 1 , 0 ) ]]TextureCube envMap ; SamplerState sampler ;
the Slang compiler will detect that envMap is explicitly bound to binding 1 in space (aka descriptor set) 0, and that neither diffuseMap nor sampler has been explicitly bound.
Both of the unbound parameters need to be passed inside of some space, so the compiler will allocate space 1 for that purpose (as space 0 was already claimed by explicit bindings).
In simplistic terms, the compiler will behave as if the global-scope parameters are wrapped up in a struct and then further wrapped up into a ParameterBlock<>.
This case shows up in the Slang reflection API as the scope having a type layout with the parameter-block kind:
case slang::TypeReflection ::Kind ::ParameterBlock :"automatically-introduced parameter block: " );printOffsets (scopeTypeLayout -> getContainerVarLayout ());printScope (scopeTypeLayout -> getElementVarLayout ());break ;
In cases where the parameters in a scope require both a constant buffer and a parameter block to be automatically introduced, the scope is reflected as if things were wrapped with ParameterBlock<...> and not ParameterBlock<ConstantBuffer<...>>.
That is, the binding information for the implicit constant buffer will be found as part of the container variable layout for the parameter block.
Pitfalls to Avoid
The ProgramLayout type has the appealingly-named getParameterCount and getParameterByIndex() methods, which seem to be the obvious way to navigate the global-scope parameters of a shader.
However, we recommend against using these functions in applications that want to be able to systematically and robustly reflect any possible input shader code.
While the reflection API implementation makes an effort to ensure that the information returned by getParameterByIndex() is not incorrect, it is very difficult when using those functions to account for how global-scope parameters might have been grouped into an automatically-introduced constant buffer or parameter block.
The getGlobalConstantBufferBinding() and getGlobalConstantBufferSize() methods can be used in some scenarios, but aren't the best way to get the relevant information.
While it would only matter in corner cases, we still recommend that applications use getGlobalParamsVarLayout() instead of getGlobalParamsTypeLayout(), to account for cases where the global-scope might have offsets applied to it (and also to handle the global scope and entry-point scopes more uniformly).
Entry Points
An EntryPointReflection provides information on an entry point.
This includes the stage that the entry point was compiled for:
void printEntryPointLayout (slang::EntryPointReflection * entryPointLayout ) {"stage: " );printStage (entryPointLayout -> getStage ());// ... }
Entry Point Parameters
An entry point acts as a scope for top-level shader parameters, much like the global scope.
Entry-point parameters are grouped into a struct, and then automatically wrapped in a constant buffer or parameter block if needed.
The main additional consideration, compared to the global scope, is that an entry-point function may also declare a result type.
When present, the function result acts more or less as an additional out parameter.
The parameter scope and result of an entry point can be reflected with logic like:
void printEntryPointLayout (slang::EntryPointReflection * entryPointLayout ) {// ... printScope (entryPointLayout -> getVarLayout ());auto resultVarLayout = entryPointLayout -> getResultVarLayout ();if (resultVarLayout -> getTypeLayout ()-> getKind ()!= slang::TypeReflection ::Kind ::None ) {key ("result" );printVarLayout (resultVarLayout ); } }
Pitfalls to Avoid
Similarly to the case for the global scope, we recommend against using the getParameterCount() and getParameterByIndex() methods on EntryPointReflection, since they make it harder to handle cases where the entry-point scope might have been allocated as a constant buffer (although the hasDefaultConstantBuffer() method is provided to try to support older applications that still use getParameterByIndex()).
Applications are also recommended to use EntryPointReflection::getVarLayout() instead of ::getTypeLayout(), to more properly reflect the way that offsets are computed and applied to the parameters of an entry point.
Stage-Specific Information
Depending on the stage that an entry point was compiled for, it may provide additional information that an application can query:
void printEntryPointLayout (slang::EntryPointReflection * entryPointLayout ) {// ... switch (entryPointLayout -> getStage ()) {default :break ;// ... }// ... }
For example, compute entry points store the thread-group dimensions:
case SLANG_STAGE_COMPUTE : {SlangUInt sizes [3 ];entryPointLayout -> getComputeThreadGroupSize (3 ,sizes );"thread group size: " );"x: " );sizes [0 ]);"y: " );sizes [1 ]);"z: " );sizes [2 ]); }break ;
Varying Parameters
So far we have primarily been talking about the uniform shader parameters of a program: those that can be passed in from application code to shader code. Slang's reflection API also reflects the varying shader parameters that appear are passed between stages of a pipeline.
Variable and type layouts for varying shader parameters will typically show usage of:
- Varying input slots (
slang::ParameterCategory::VaryingInput) for stage inputs - Varying output slots (
slang::ParameterCategory::VaryingOutput) foroutparameters and the entry-point result - Both (
slang::ParameterCategory::VaryingInputand::VaryingOutput) forinoutparameters - Nothing (no usage for any unit) for system value parameters (typically using an
SV_*semantic)
For user-defined varying parameters, some GPU APIs care about the semantic that has been applied to the parameter. For example, given this shader code:
[ shader ( "vertex" )] float4 vertexMain ( float3 position : POSITION , float3 normal : NORMAL , float3 uv : TEXCOORD , // ... ) : SV_Position { // ... }
the shader parameter normal of vertexMain has a semantic of NORMAL.
Semantics are only relevant for shader parameters that became part of the varying input/output interface of an entry point for some stage, in which case the VariableLayoutReflection::getStage() method will return that stage.
A semantic is decomposed into both a name and an index (e.g., TEXCOORD5 has a name of "TEXCOORD" and an index of 5).
This information can be reflected with getSemanticName() and getSemanticIndex():
void printVarLayout (slang::VariableLayoutReflection * varLayout ) {// ... if (varLayout -> getStage ()!= SLANG_STAGE_NONE ) {"semantic: " );"name: " );printQuotedString (varLayout -> getSemanticName ());"index: " );varLayout -> getSemanticIndex ()); }// ... }
Calculating Cumulative Offsets
All of the code so far has only extracted the relative offsets of variable layouts.
Offsets for fields have been relative to the struct that contains them.
Offsets for top-level parameters have been relative to the scope that contains them, or even to a constant buffer or parameter block that was introduced for that scope.
There are many cases where an application needs to calculate a cumulative offset (or even an absolute offset) for some parameter, even down to the granularity of individual struct fields.
As a notable example, allocation of D3D root signatures and Vulkan pipeline layouts for a program requires being able to enumerate the absolute offsets of all bindings in all descriptor tables/sets.
Because offsets for certain layout units include an additional dimension for a space, our example application will define a simple struct to represent a cumulative offset:
struct CumulativeOffset {int value ;// the actual offset int space ;// the associated space };
Access Paths
There are multiple ways to track and calculate cumulative offsets. Here we will present a solution that is both simple and reasonably efficient, while still yielding correct results even in complicated scenarios.
If all we had to do was calculate the byte offsets of things, a single size_t would be enough to represent a cumulative offset.
However, we have already seen that in the context of a GPU language like Slang, we can have offsets measured in multiple different layout units.
A naive implementation might try to represent a cumulative offset as a vector or dictionary of scalar offsets, with (up to) one for each layout unit.
The sheer number of layout units (the cases of the slang::ParameterCategory enumeration) makes such an approach unwieldy.
Instead we focus on the intuition that the cumulative offset of a variable layout, for any given layout unit, can be computed by summing up all the relative offsets along the access path to that variable. For example, given code like:
struct Material { Texture2D albedoMap ; Texture2D glossMap ; SamplerState sampler ; } struct LightingEnvironment { TextureCube environmentMap ; float3 sunLightDir ; float3 sunLightIntensity ; } struct Params { LightingEnvironment lights ; Material material ; } uniform Params params ;
we expect that the cumulative offset of params.material.glossMap in units of Vulkan bindings can be computed by summing up the offsets in that unit of params (0), material (1), and glossMap (1).
When recursively traversing the parameters of a shader, out example application will track an access path as a singly-linked list of variable layouts that points up the stack, from the deepest variable to the shallowest:
struct AccessPathNode { slang::VariableLayoutReflection * varLayout ;AccessPathNode * outer ; };struct AccessPath {AccessPathNode * leafNode = nullptr ; };
For the example code above, if our recursive traversal is at params.material.glossMap, then the access path will start with a node for glossMap which points to a node for material, which points to a node for glossMap.
For many layout units, we can calculate a cumulative offset simply by summing up contributions along the entire access path, with logic like the following:
CumulativeOffset calculateCumulativeOffset (slang::ParameterCategory layoutUnit ,AccessPath accessPath ) {// ... for (auto node = accessPath .leafNode ;node != nullptr ;node = node -> outer ) {result .value += node -> varLayout -> getOffset (layoutUnit );result .space += node -> varLayout -> getBindingSpace (layoutUnit ); }// ... }
Once our example application is properly tracking access paths, we will be able to use them to calculate and print the cumulative offsets of variable layouts:
void printOffsets ( slang::VariableLayoutReflection * varLayout ,AccessPath accessPath ) {// ... "cumulative:" );for (int i = 0 ;i < usedLayoutUnitCount ;++ i ) {"- " );auto layoutUnit = varLayout -> getCategoryByIndex (i );printCumulativeOffset (varLayout ,layoutUnit ,accessPath ); } }
Printing the cumulative offset of a variable layout requires adding the offset information for the variable itself to the offset calculated from its access path:
void printCumulativeOffset ( slang::VariableLayoutReflection * varLayout , slang::ParameterCategory layoutUnit ,AccessPath accessPath ) {CumulativeOffset cumulativeOffset = calculateCumulativeOffset (layoutUnit ,accessPath );cumulativeOffset .offset += varLayout -> getOffset (layoutUnit );cumulativeOffset .space += varLayout -> getBindingSpace (layoutUnit );printOffset (layoutUnit ,cumulativeOffset .offset ,cumulativeOffset .space ); }
Tracking Access Paths
In order to support calculation of cumulative offsets, the various functions we've presented so far like printVarLayout() and printTypeLayout() need to be extended with an additional parameter for an AccessPath.
For example, the signature of printTypeLayout() becomes:
void printTypeLayout (slang::TypeLayoutReflection * typeLayout ,AccessPath accessPath ) {// ... }
Variable Layouts
When traversing a variable layout, we then need to extend the access path to include the additional variable layout, before traversing down into its type layout:
void printVarLayout (slang::VariableLayoutReflection * typeLayout ,AccessPath accessPath ) {// ... ExtendedAccessPath varAccessPath (accessPath ,varLayout );"type layout: " );printTypeLayout (varLayout -> getTypeLayout (),varAccessPath ); }
Scopes
Similar logic is needed within printScope() in our example program:
void printScope ( slang::VariableLayoutReflection * scopeVarLayout ,AccessPath accessPath ) {ExtendedAccessPath scopeAccessPath (accessPath ,scopeVarLayout );// ... }
The calls to printOffsets(), printTypeLayout(), etc. inside of printScope() will then pass along the extended access path.
Array-Like Types
When the traversing an array, matrix, or vector type, it is impossible to compute a single cumulative offset that is applicable to all elements of the type.
The recursive calls to printTypeLayout() in these cases will simply pass in an empty AccessPath.
For example:
case slang::TypeReflection ::Kind ::Array : {// ... "element type layout: " );printTypeLayout (typeLayout -> getElementTypeLayout (),AccessPath ()); }break ;
Handling Single-Element Containers
Types like constant buffers and parameter blocks add complexity that requires additions to our representation and handling of access paths.
First, when calculating the cumulative byte offset of variables inside a constant buffer (or any of these single-element container types), it is important not to sum contributions too far up the access path. Consider this example:
struct A {float4 x ;Texture2D t ; }struct B {float4 y ;ConstantBuffer < Inner > a ; }struct C {float4 z ;Texture2D t ;B b ; }uniform C c ;
When compiling for D3D12, the cumulative byte offset of c.b is 16, but the cumulative byte offset of c.b.a.x needs to be zero, because its byte offset should be measured relative to the enclosing constant buffer c.b.a.
In contrast, the cumulative of offset of c.b in t registers is one, and the cumulative offset of c.b.a.t needs to be two.
Similarly, when calculating the cumulative offsets of variables inside a parameter block (for targets that can allocate each parameter block its own space), it is important not to sum contributions past an enclosing parameter block.
We can account for these subtleties by extending the representation of access paths in our example application to record the node corresponding to the deepest constant buffer or parameter block along the path:
struct AccessPath {AccessPathNode * leaf = nullptr ;AccessPathNode * deepestConstantBuffer = nullptr ;AccessPathNode * deepestParameterBlock = nullptr ; };
Now when traversing a single-element container type in printTypeLayout, we can make a copy of the current access path and modify its deepestConstantBuffer to account for the container:
case slang::TypeReflection ::Kind ::ConstantBuffer :case slang::TypeReflection ::Kind ::ParameterBlock :case slang::TypeReflection ::Kind ::TextureBuffer :case slang::TypeReflection ::Kind ::ShaderStorageBuffer : {// ... AccumulatedOffsets innerAccessPath = accessPath ;innerAccessPath .deepestConstantBuffer = innerAccessPath .leaf ;// ... }break ;
Further, if the container had a full space allocated to it, then we also update the deepestParameterBlock:
// ... if (containerVarLayout -> getTypeLayout ()-> getSize ( slang::ParameterCategory ::SubElementRegisterSpace )!= 0 ) {innerAccessPath .deepestParameterBlock = innerAccessPath .leaf ; }// ...
Finally, when traversing the element of the container, we need to use this new innerAccessPath, and also extend the access path when traversing into the type layout of the element:
"element: " );printOffsets (elementVarLayout ,innerAccessPath );ExtendedAccessPath elementAccessPath (innerAccessPath ,elementVarLayout );"type layout: " );printTypeLayout (elementVarLayout -> getTypeLayout (),elementAccessPath );
Accumulating Offsets Along An Access Path
We now understand that the proper way to calculate a cumulative offset depends on the layout unit:
CumulativeOffset calculateCumulativeOffset ( slang::ParameterCategory layoutUnit ,AccessPath accessPath ) {switch (layoutUnit ) {// ... } }
Layout Units That Don't Require Special Handling
By default, relative offsets will be summed for all nodes along the access path:
default :for (auto node = accessPath .leaf ;node != nullptr ;node = node -> outer ) {result .offset += node -> varLayout -> getOffset (layoutUnit ); }break ;
Bytes
When a byte offset is being computed, relative offsets will only be summed up to the deepest enclosing constant buffer, if any:
case slang::ParameterCategory ::Uniform :for (auto node = accessPath .leaf ;node != accessPath .deepestConstantBuffer ;node = node -> outer ) {result .offset += node -> varLayout -> getOffset (layoutUnit ); }break ;
Layout Units That Care About Spaces
Finally, we need to handle the layout units that care about spaces:
case slang::ParameterCategory ::ConstantBuffer :case slang::ParameterCategory ::ShaderResource :case slang::ParameterCategory ::UnorderedAccess :case slang::ParameterCategory ::SamplerState :case slang::ParameterCategory ::DescriptorTableSlot :// ... break ;
Relative offsets, including space offsets, need to be summed along the access path up to the deepest enclosing parameter block, if any:
for (auto node = accessPath .leaf ;node != accessPath .deepestParameterBlock ;node = node -> outer ) {result .offset += node -> varLayout -> getOffset (layoutUnit );result .space += node -> varLayout -> getBindingSpace (layoutUnit ); }
Additionally, the offset of the enclosing parameter block in spaces needs to be added to the space of the cumulative offset:
for (auto node = accessPath .deepestParameterBlock ;node != nullptr ;node = node -> outer ) {result .space += node -> varLayout -> getOffset (slang::ParameterCategory ::SubElementRegisterSpace ); }
Determining Whether Parameters Are Used
Some application architectures make use of shader code that declares a large number of shader parameters at global scope, but only uses a small fraction of those parameters at runtime. Similarly, shader parameters may be declared at global scope even if they are only used by a single entry point in a pipeline. These kinds of architectures are not ideal, but they are pervasive.
Slang's base reflection API intentionally does not provide information about which shader parameters are or are not used by a program, or specific entry points. This choice ensures that applications using the reflection API can robustly re-use data structures built from reflection data across hot reloads of shaders, or switches between variants of a program.
Applications that need to know which parameters are used (and by which entry points or stages) need to query for additional metadata connected to the entry points of their compiled program using IComponentType::getEntryPointMetadata():
slang::IComponentType * program = ...; slang:: IMetadata * entryPointMetadata ; program -> getEntryPointMetadata ( entryPointIndex , 0 , // target index & entryPointMetadata );
When traversal of reflection data reaches a leaf parameter, the application can use IMetadata::isParameterLocationUsed() with the absolute location of that parameter for a given layout unit:
unsigned calculateParameterStageMask ( slang::ParameterCategory layoutUnit ,CumulativeOffset offset ) {unsigned mask = 0 ;for (int i = 0 ;i < entryPointCount ;++ i ) {bool isUsed = false;entryPoints [i ].metadata -> isParameterLocationUsed (layoutUnit ,offset .space ,offset .value ,isUsed );if (isUsed ) {mask |=1 <<unsigned (entryPoints [i ].stage ); } }return mask ; }
The application can then incorporate this logic into a loop over the layout units consumed by a parameter:
unsigned calculateParameterStageMask ( slang::VariableLayoutReflection * varLayout ,AccessPath accessPath ) {unsigned mask = 0 ;int usedLayoutUnitCount = varLayout -> getCategoryCount ();for (int i = 0 ;i < usedLayoutUnitCount ;++ i ) {auto layoutUnit = varLayout -> getCategoryByIndex (i );auto offset = calculateCumulativeOffset (varLayout ,layoutUnit ,accessPath );mask |=calculateStageMask (layoutUnit ,offset ); }return mask ; }
Finally, we can wrap all this up into logic to print which stage(s) use a given parameter, based on the information in the per-entry-point metadata:
void printVarLayout ( slang::VariableLayoutReflection * varLayout ,AccessPath accessPath ) {//... unsigned stageMask = calculateStageMask (varLayout ,accessPath );"used by stages: " );for (int i = 0 ;i < SLANG_STAGE_COUNT ;i ++ ) {if (stageMask & (1 <<i )) {"- " );printStage (SlangStage (i )); } }// ... }
Conclusion
At this point we have provided a comprehensive example of how to robustly traverse the information provided by the Slang reflection API to get a complete picture of the shader parameters of a program, and what target-specific locations they were bound to. We hope that along the way we have also imparted some key parts of the mental model that exists behind the reflection API and its representations.
1--- 2layout : user-guide 3permalink : /user-guide/reflection 4--- 5 6Using the Reflection API 7========================= 8 9This chapter provides an introduction to the Slang reflection API. 10Our goals in this chapter are to: 11 12* Demonstrate the recommended types and operations to use for the most common reflection scenarios 13 14* Provide an underlying mental model for how Slang's reflection information represents the structure of a program 15 16We will describe the structure of a program that traverses all of the parameters of a shader program and prints information (including binding locations) for them. 17The code shown here is derived from the [reflection-api](https://github.com/shader-slang/slang/tree/master/examples/reflection-api) example that is included in the Slang repository. 18Readers may find it helpful to follow along with that code, to see a more complete picture of what is presented here. 19 20Compiling a Program 21------------------- 22 23The first step in reflecting a shader program is, unsurprisingly, to compile it. 24Currently reflection information cannot be queried from code compiled via the command-line `slangc` tool, so applications that want to perform reflection on Slang shader code should use the [compilation API](08-compiling.md#using-the-compilation-api) to compile a program, and then use `getLayout()` to extract reflection information: 25 26``` c++ 27slang::IComponentType* program = ...; 28slang::ProgramLayout* programLayout = program->getLayout(targetIndex); 29``` 30 31For more information, see the [relevant section](08-compiling.md#layout-and-reflection) of the chapter on compilation. 32 33Types and Variables 34------------------- 35 36We start our discussion of the reflection API with two of the fundamental building blocks used to represent the structure of a program: types and variables. 37 38A key property of GPU shader programming is that the same type may be laid out differently, depending on how it is used. 39For example, a user-defined `struct` type `Stuff` will often be laid out differently if it is used in a `ConstantBuffer<Stuff>` than in a `StructuredBuffer<Stuff>`. 40 41Because the same thing can be laid out in multiple ways (even within the same program), the Slang reflection API represents types and variables as distinct things from the *layouts* applied to them. 42This section focuses only on the underlying types/variables, while later sections will build on these concepts to show how layouts can be reflected. 43 44### Variables 45 46A `VariableReflection` represents a variable declaration in the input program. 47Variables include global shader parameters, fields of `struct` types, and entry-point parameters. 48 49Because a `VariableReflection` does not include layout information, the main things that can be queried on it are just its name and type: 50 51``` c++ 52void printVariable( 53slang::VariableReflection* variable) 54{ 55const char* name = variable->getName(); 56slang::TypeReflection* type = variable->getType(); 57 58print("name: "); printQuotedString(name); 59print("type: "); printType(type); 60} 61``` 62 63### Types 64 65A `TypeReflection` represents some type in the input program. 66There are various different *kinds* of types, such as arrays, user-defined `struct` types, and built-in types like `int`. 67The reflection API represents these different cases with the `TypeReflection::Kind` enumeration. 68 69On its own, a `TypeReflection` does not include layout information. 70 71We will now start building a function for printing information about types: 72 73``` c++ 74void printType(slang::TypeReflection* type) 75{ 76const char* name = type->getName(); 77slang::TypeReflection::Kind kind = type->getKind(); 78 79print("name: "); printQuotedString(name); 80print("kind: "); printTypeKind(kind); 81 82// ... 83} 84``` 85 86Given what has been presented so far, if we have a Slang variable declaration like the following: 87 88``` hlsl 89float x ; 90``` 91 92then applying `printVariable()` to a `VariableReflection` for `x` would yield: 93 94``` 95name: "x" 96type: 97name: "float" 98kind: Scalar 99``` 100 101Additional information can be queried from a `TypeReflection`, depending on its kind: 102 103``` c++ 104void printType(slang::TypeReflection* type) 105{ 106// ... 107 108switch(type->getKind()) 109{ 110default: 111break; 112 113// ... 114} 115} 116``` 117 118The following subsections will show examples of what can be queried for various kinds of types. 119 120#### Scalar Types 121 122Scalar types store an additional enumerant to indicate which of the built-in scalar types is being represented: 123 124``` c++ 125case slang::TypeReflection::Kind::Scalar: 126{ 127print("scalar type: "); 128printScalarType(type->getScalarType()); 129} 130break; 131``` 132 133The `slang::ScalarType` enumeration includes cases for the built-in integer and floating-point types (for example, `slang::ScalarType::UInt64` and `slang::ScalarType::Float16`), as well as the basic `bool` type (`slang::ScalarType::Bool`). 134The `void` type is also considered a scalar type (`slang::ScalarType::Void`); 135 136#### Structure Types 137 138A structure type may have zero or more *fields*. 139Each field is represented as a `VariableReflection`. 140A `TypeReflection` allows the fields to be enumerated using `getFieldCount()` and `getFieldByIndex()`. 141 142``` c++ 143case slang::TypeReflection::Kind::Struct: 144{ 145print("fields:"); 146int fieldCount = type->getFieldCount(); 147for (int f = 0; f < fieldCount; f++) 148{ 149print("- "); 150slang::VariableReflection* field = 151type->getFieldByIndex(f); 152printVariable(field); 153} 154} 155break; 156``` 157 158For the purposes of the reflection API, the fields of a `struct` type are its non-static members (both `public` and non-`public`). 159 160Given Slang code like the following: 161 162``` hlsl 163struct S 164{ 165int a ; 166float b ; 167} 168``` 169 170Reflection on type `S` would yield: 171 172``` 173name: "S" 174kind: Struct 175fields: 176- name: "a" 177type: 178name: "int" 179kind: Scalar 180- name: "b" 181type: 182name: "float" 183kind: Scalar 184``` 185 186#### Arrays 187 188An array type like `int[3]` is defined by the number and type of elements in the array, which can be queried with `getElementCount()` and `getElementType`, respectively: 189 190``` c++ 191case slang::TypeReflection::Kind::Array: 192{ 193print("element count: "); 194printPossiblyUnbounded(type->getElementCount()); 195 196print("element type: "); 197printType(type->getElementType()); 198} 199break; 200``` 201 202Some array types, like `Stuff[]`, have *unbounded* size. 203The Slang reflection API represents this case using the maximum value possible for the `size_t` result from `getElementCount()`: 204 205``` c++ 206void printPossiblyUnbounded(size_t value) 207{ 208if (value == ~size_t(0)) 209{ 210printf("unbounded"); 211} 212else 213{ 214printf("%u", unsigned(value)); 215} 216} 217``` 218 219#### Vectors 220 221Vector types like `int3` are similar to arrays, in that they are defined by their element type and number of elements: 222 223``` c++ 224case slang::TypeReflection::Kind::Vector: 225{ 226print("element count: "); 227printCount(type->getElementCount()); 228 229print("element type: "); 230printType(type->getElementType()); 231} 232break; 233``` 234 235#### Matrices 236 237Matrix types like `float3x4` are defined by the number of rows, the number of columns, and the element type: 238 239``` c++ 240case slang::TypeReflection::Kind::Matrix: 241{ 242print("row count: "); 243printCount(type->getRowCount()); 244 245print("column count: "); 246printCount(type->getColumnCount()); 247 248print("element type: "); 249printType(type->getElementType()); 250} 251break; 252``` 253 254#### Resources 255 256There are a wide range of resource types, including simple cases like `TextureCube` and `StructuredBuffer<int>`, as well as quite complicated ones like `RasterizerOrderedTexture2DArray<int4>` and `AppendStructuredBuffer<Stuff>`. 257 258The Slang reflection API breaks down the properties of a resource type into its shape, access, and result type: 259 260``` c++ 261case slang::TypeReflection::Kind::Resource: 262{ 263key("shape"); 264printResourceShape(type->getResourceShape()); 265 266key("access"); 267printResourceAccess(type->getResourceAccess()); 268 269key("result type"); 270printType(type->getResourceResultType()); 271} 272break; 273``` 274 275The *result type* of a resource is simply whatever would be returned by a basic read operation on that resource. 276For resource types in Slang code, the result type is typically written as a generic type parameter after the type name. 277For a `StructuredBuffer<Thing>` the result type is `Thing`, while for a `Texture2D<int3>` it is `int3`. 278A texture type like `Texture2D` that does not give an explicit result type has a default result type of `float4`. 279 280The *access* of a resource (`SlangResourceAccess`) represents how the elements of the resource may be accessed by shader code. 281For Slang resource types, access is typically encoded as a prefix on the type name. 282For example, an unprefixed `Texture2D` has read-only access (`SLANG_RESOURCE_ACCESS_READ`), while a `RWTexture2D` has read-write access (`SLANG_RESOURCE_ACCESS_READ_WRITE`). 283 284The *shape* of a resource (`SlangResourceShape`) represents the conceptual rank/dimensionality of the resource and how it is indexed. 285For Slang resource type names, everything after the access prefix is typically part of the shape. 286 287A resource shape breaks down into a *base shape* along with a few possible suffixes like array-ness: 288 289``` c++ 290void printResourceShape(SlangResourceShape shape) 291{ 292print("base shape:"); 293switch(shape & SLANG_BASE_SHAPE_MASK) 294{ 295case SLANG_TEXTURE1D: printf("TEXTURE1D"); break; 296case SLANG_TEXTURE2D: printf("TEXTURE2D"); break; 297// ... 298} 299 300if(shape & SLANG_TEXTURE_ARRAY_FLAG) printf("ARRAY"); 301if(shape & SLANG_TEXTURE_MULTISAMPLE_FLAG) printf("MULTISAMPLE"); 302// ... 303} 304``` 305 306#### Single-Element Containers 307 308Types like `ConstantBuffer<T>` and `ParameterBlock<T>` represent a grouping of parameter data, and behave like an array or structured buffer with only a single element: 309 310``` c++ 311case slang::TypeReflection::Kind::ConstantBuffer: 312case slang::TypeReflection::Kind::ParameterBlock: 313case slang::TypeReflection::Kind::TextureBuffer: 314case slang::TypeReflection::Kind::ShaderStorageBuffer: 315{ 316key("element type"); 317printType(type->getElementType()); 318} 319break; 320``` 321 322Layout for Types and Variables 323------------------------------ 324 325The Slang reflection API provides `VariableLayoutReflection` and `TypeLayoutReflection` to represent a *layout* of a given variable or type. 326As discussed earlier, the same type might have multiple different layouts used for it in the same program. 327 328### Layout Units 329 330A key challenge that the Slang reflection API has to address is how to represent the offset of a variable (or struct field, etc.) or the size of a type when `struct` types are allowed to mix various kinds of data together. 331 332For example, consider the following Slang code: 333 334``` hlsl 335struct Material 336{ 337Texture2D albedoMap ; 338SamplerState sampler ; 339float2 uvScale ; 340float2 uvBias ; 341} 342struct Uniforms 343{ 344TextureCube environmentMap ; 345SamplerState environmentSampler ; 346float3 sunLightDirection ; 347float3 sunLightIntensity ; 348Material material ; 349// ... 350} 351ParameterBlock < Uniforms > uniforms ; 352``` 353 354When laid out in the given parameter block, what is the offset of the field `Uniforms::material`? What is the size of the `Material` type? 355 356The key insight is that layout is multi-dimensional: the same type can have a size in multiple distinct units. 357For example, when compiling the above code for D3D12/DXIL, the answer is that the `Uniforms::material` has an offset of one `t` register, one `s` register, and 32 bytes. 358Similarly, the size of the `Material` type is one `t` register, one `s` register, and 16 bytes. 359 360We refer to these distinct units of measure used in layouts (including bytes, `t` registers, and `s` registers) as *layout units*. 361Layout units are represented in the Slang reflection API with the `slang::ParameterCategory` enumeration. 362(We will avoid the term "parameter category," despite that being the name currently exposed in the public API; that name has turned out to be a less-than-ideal choice). 363 364### Variable Layouts 365 366A `VariableLayoutReflection` represents a layout computed for a given variable (itself a `VariableReflection`). 367The underlying variable can be accessed with `getVariable()`, but the variable layout also provides accessors for the most important properties. 368 369A variable layout stores the offsets of that variable (possibly in multiple layout units), and also a type layout for the data stored in the variable. 370 371``` c++ 372void printVarLayout(slang::VariableLayoutReflection* varLayout) 373{ 374print("name"); printQuotedString(varLayout->getName()); 375 376printRelativeOffsets(varLayout); 377 378key("type layout"); 379printTypeLayout(varLayout->getTypeLayout()); 380} 381``` 382 383#### Offsets 384 385The offsets stored by a `VariableLayoutReflection` are always *relative* to the enclosing `struct` type, scope, or other context that surrounds the variable. 386 387The `VariableLayoutReflection::getOffset` method can be used to query the relative offset of a variable for any given layout unit: 388 389``` c++ 390void printOffset( 391slang::VariableLayoutReflection* varLayout, 392slang::ParameterCategory layoutUnit) 393{ 394size_t offset = varLayout->getOffset(layoutUnit); 395 396print("value: "); print(offset); 397print("unit: "); printLayoutUnit(layoutUnit); 398 399// ... 400} 401``` 402 403If an application knows what unit(s) it expects a variable to be laid out in, it can directly query those. 404However, in a case like our systematic traversal of all shader parameters, it is not always possible to know what units a given variable uses. 405 406The Slang reflection API can be used to query layout units used by a given variable layout with `getCategoryCount()` and `getCategoryByIndex()`: 407 408``` c++ 409void printRelativeOffsets( 410slang::VariableLayoutReflection* varLayout) 411{ 412print("relative offset: "); 413int usedLayoutUnitCount = varLayout->getCategoryCount(); 414for (int i = 0; i < usedLayoutUnitCount; ++i) 415{ 416auto layoutUnit = varLayout->getCategoryByIndex(i); 417printOffset(varLayout, layoutUnit); 418} 419} 420``` 421 422#### Spaces / Sets 423 424For certain target platforms and layout units, the offset of a variable for that unit might include an additional dimension that represents a Vulkan/SPIR-V descriptor set, D3D12/DXIL register space, or a WebGPU/WGSL binding group. 425In this chapter, we will uniformly refer to all of these concepts as *spaces*. 426 427The relative space offset of a variable layout for a given layout unit can be queried with `getBindingSpace()`: 428 429``` c++ 430void printOffset( 431slang::VariableLayoutReflection* varLayout, 432slang::ParameterCategory layoutUnit) 433{ 434// ... 435 436size_t spaceOffset = varLayout->getBindingSpace(layoutUnit); 437 438switch(layoutUnit) 439{ 440default: 441break; 442 443case slang::ParameterCategory::ConstantBuffer: 444case slang::ParameterCategory::ShaderResource: 445case slang::ParameterCategory::UnorderedAccess: 446case slang::ParameterCategory::SamplerState: 447case slang::ParameterCategory::DescriptorTableSlot: 448print("space: "); print(spaceOffset); 449} 450} 451``` 452 453The code above only prints the space offset for the layout units where a space is semantically possible and meaningful. 454 455### Type Layouts 456 457A `TypeLayoutReflection` represents a layout computed for a type. 458The underlying type that layout was computed for can be accessed using `TypeLayoutReflection::getType()`, but accessors are provided so that the most common properties of types can be queried on type layouts. 459 460The main thing that a type layout stores is the size of the type: 461 462``` c++ 463void printTypeLayout(slang::TypeLayoutReflection* typeLayout) 464{ 465print("name: "); printQuotedString(typeLayout->getName()); 466print("kind: "); printTypeKind(typeLayout->getKind()); 467 468printSizes(typeLayout); 469 470// ... 471} 472``` 473 474#### Size 475 476Similarly to variable layouts, the size of a type layout can be queried given a chosen layout unit: 477 478``` c++ 479void printSize( 480slang::TypeLayoutReflection* typeLayout, 481slang::ParameterCategory layoutUnit) 482{ 483size_t size = typeLayout->getSize(layoutUnit); 484 485key("value"); printPossiblyUnbounded(size); 486key("unit"); writeLayoutUnit(layoutUnit); 487} 488``` 489 490Note that the size of a type may be *unbounded* for a particular layout unit; this case is encoded just like the unbounded case for the element count of an array type (`~size_t(0)`). 491 492The layout units used by a particular type layout can be iterated over using `getCategoryCount()` and `getCategoryByIndex()`: 493 494``` c++ 495void printSizes(slang::TypeLayoutReflection* typeLayout) 496{ 497print("size: "); 498int usedLayoutUnitCount = typeLayout->getCategoryCount(); 499for (int i = 0; i < usedLayoutUnitCount; ++i) 500{ 501auto layoutUnit = typeLayout->getCategoryByIndex(i); 502print("- "); printSize(typeLayout, layoutUnit); 503} 504 505// ... 506} 507``` 508 509#### Alignment and Stride 510 511For any given layout unit, a type layout can also reflect the alignment of the type for that unit with `TypeLayoutReflection::getAlignment()`. 512Alignment is typically only interesting when the layout unit is bytes (`slang::ParameterCategory::Uniform`). 513 514Note that, unlike in C/C++, a type layout in Slang may have a size that is not a multiple of its alignment. 515The *stride* of a type layout (for a given layout unit) is its size rounded up to its alignment, and is used as the distance between consecutive elements in arrays. 516The stride of a type layout can be queried for any chosen layout unit with `TypeLayoutReflection::getStride()`. 517 518Note that all of the `TypeLayoutReflection` methods `getSize()`, `getAlignment()`, and `getStride()` default to returning information in bytes, if a layout unit is not specified. 519The same is true of the `VariableLayoutReflection::getOffset()` method. 520 521The alignment and stride of a type layout can be reflected when it is relevant with code like: 522 523``` c++ 524void printTypeLayout(slang::TypeLayoutReflection* typeLayout) 525{ 526// ... 527 528if(typeLayout->getSize() != 0) 529{ 530print("alignment in bytes: "); 531print(typeLayout->getAlignment()); 532 533print("stride in bytes: "); 534print(typeLayout->getStride()); 535} 536 537// ... 538} 539``` 540 541#### Kind-Specific Information 542 543Just as with the underlying types, a type layout may store additional information depending on the kind of type: 544 545``` c++ 546void printTypeLayout(slang::TypeLayoutReflection* typeLayout) 547{ 548// ... 549 550switch(typeLayout->getKind()) 551{ 552default: 553break; 554555 // ... 556} 557} 558``` 559 560The following subsections will cover the important kinds to handle when reflecting type layouts. 561 562#### Structure Type Layouts 563 564A type layout for a `struct` type provides access to the fields of the `struct`, with each field represented as a variable layout: 565 566``` c++ 567case slang::TypeReflection::Kind::Struct: 568{ 569print("fields: "); 570 571int fieldCount = typeLayout->getFieldCount(); 572for (int f = 0; f < fieldCount; f++) 573{ 574auto field = typeLayout->getFieldByIndex(f); 575printVarLayout(field); 576} 577} 578break; 579``` 580 581The offset information stored on the type layout for each field will always be relative to the start of the `struct` type. 582 583#### Array Type Layouts 584 585Array type layouts store a layout for the element type of the array, which can be accessed with `getElementTypeLayout()`: 586 587``` c++ 588case slang::TypeReflection::Kind::Array: 589{ 590print("element count: "); 591printPossiblyUnbounded(typeLayout->getElementCount()); 592 593print("element type layout: "); 594printTypeLayout(typeLayout->getElementTypeLayout()); 595} 596break; 597``` 598 599#### Matrix Type Layouts 600 601A layout for a matrix type stores a matrix layout *mode* (`SlangMatrixLayoutMode`) to record whether the type was laid out in row-major or column-major layout: 602 603``` c++ 604case slang::TypeReflection::Kind::Matrix: 605{ 606// ... 607 608print("matrix layout mode: "); 609printMatrixLayoutMode(typeLayout->getMatrixLayoutMode()); 610} 611break; 612``` 613 614Note that the concepts of "row" and "column" as employed by Slang are the opposite of how Vulkan, SPIR-V, GLSL, and OpenGL use those terms. 615When Slang reflects a matrix as using row-major layout, the corresponding matrix in generated SPIR-V will have a `ColMajor` decoration. 616For an explanation of why these conventions differ, please see the relevant [appendix](./a1-01-matrix-layout.md). 617 618#### Single-Element Containers 619 620Constant buffers, parameter blocks, and other types representing grouping of parameters are the most subtle cases to handle for reflection. 621The Slang reflection API aspires to provide complete and accurate information for these cases, but understanding *why* the provided data is what it is requires an appropriate mental model. 622 623##### Simple Cases 624 625In simple cases, a constant buffer has only ordinary data in it (things where the only used layout unit is bytes): 626 627``` 628struct DirectionalLight 629{ 630float3 direction; 631float3 intensity; 632} 633ConstantBuffer<DirectionalLight> light; 634``` 635 636When this case is laid out for D3D12, the `DirectionalLight` type will consume 28 bytes, but the `light` parameter will instead consume one `b` register. 637We thus see that the `ConstantBuffer<>` type effectively "hides" the number of bytes used by its element. 638 639Similarly, when a parameter block only has opaque types in it: 640 641``` 642struct Material 643{ 644Texture2D albedoMap; 645Texture2D glossMap; 646SamplerState sampler; 647} 648ParameterBlock<Material> material; 649``` 650 651When this is laid out for Vulkan, the `Material` type will consume 3 bindings, but the `material` parameter will instead consume one space. 652A `ParameterBLock<>` type hides the bindings/registers/slots used by its element. 653 654##### When Things Leak 655 656If the element type of a constant buffer includes any data that isn't just measured in bytes, that usage will "leak" into the size of the constant buffer. 657For example: 658 659``` 660struct ViewParams 661{ 662float3 cameraPos; 663float3 cameraDir; 664TextureCube envMap; 665} 666ConstantBuffer<ViewParams> view; 667``` 668 669If this example is laid out for D3D12, the `ViewParams` type will have a size of 28 bytes (according to D3D constant buffer layout rules) and one `t` register. 670The size of the `view` parameter will be one `b` register and one `t` register. 671The `ConstantBuffer<>` type can hide the bytes used by `ViewParams`, but the used `t` register leaks out and becomes part of the size of `view`. 672 673If the same example is laid out for Vulkan, the `ViewParams` type will have a size of 28 bytes (according to `std140` layout rules) and one `binding`. 674The size of the `view` parameter will be two `binding`s. 675 676An important question a user might have in the Vulkan case, is whether the `binding` for `view` comes before that for `view.envMap`, or the other way around. 677The answer is that the Slang compiler always lays out the "container" part of a parameter like `view` (the constant buffer) before the element, but a client of the reflection API shouldn't have to know such things to understand the information that gets reflected. 678 679Note that in the Vulkan case, the offset of the `envMap` field within `ViewParams` is zero `binding`s, but the offset of `view.envMap` field relative to `view` is one `binding`. 680Computing the cumulative offset of `view.envMap` requires more information than just that available on the variable layouts for `view` and `view.envMap`. 681 682Similar cases of usage leaking can occur for parameter blocks, when one parameter block is nested within another. 683 684##### A `ConstantBuffer<>` Without a Constant Buffer 685 686While it is an uncommon case, it is possible to use a `ConstantBuffer<>` with an element type that contains no ordinary data (nothing with a layout unit of bytes): 687 688``` 689struct Material 690{ 691Texture2D albedoMap; 692Texture2D glossMap; 693SamplerState sampler; 694} 695ConstantBuffer<Material> material; 696``` 697 698If this case is compiled for Vulkan, the `material` parameter will consume 3 `binding`s, but none of those will be for a constant buffer. 699In this case, unlike in the preceding example with `view.envMap`, the offset of `material.albedoMap` relative to `material` will be zero `binding`s. 700 701##### Implicitly-Allocated Constant Buffers 702 703A common use case for parameter blocks is to wrap up all of the parameters of a shader, or of some subsystem. 704In such cases, there are likely to be both ordinary-type and opaque-type fields: 705 706``` 707struct PointLight 708{ 709float3 position; 710float3 intensity; 711} 712struct LightingEnvironment 713{ 714TextureCube envMap; 715PointLight pointLights[10]; 716} 717ParameterBlock<LightingEnvironment> lightEnv; 718``` 719 720If this example is compiled for Vulkan, the `LightingEnvironment` type uses 316 bytes and one `binding` (ParameterCategory::DescriptorTableSlot), while `lightEnv` uses one descriptor `set` (ParameterCategory::SubElementRegisterSpace). 721 722What is not clear in the above description, however, is that because `LightingEnvironment` uses ordinary bytes, the Slang compiler will have to implicitly allocate a `binding` for a constant buffer to hold those bytes. 723Conceptually, the layout is similar to what would be produced for `ParameterBlock<ConstantBuffer<LightingEnvironment>>`. 724 725Furthermore, that constant buffer `binding` will be the first binding within the descriptor `set` for `lightEnv`, so that the cumulative `binding` offset for `lightEnv.envMap` will be one `binding` (even though `LightingEnvironment::envMap` has a relative offset of zero `binding`s). 726 727##### Container and Element 728 729In order to properly handle all of the nuances described here, the layout for a type like `ConstantBuffer<Thing>` or `ParameterBlock<Thing>` includes both layout information for the element of the container (a `Thing`) as well as layout information for the *container* itself. 730Furthermore, the layout information for both the element and container need to support storing offset information (not just size), relative to the overall `ConstantBuffer<>` or `ParameterBlock<>`. 731 732The breakdown is thus: 733 734* The size information for the complete container type layout reflects whatever usage "leaks" out, such that it would need to be accounted for when further aggregating the overall type. 735 736* Information about the allocated container is stored as a variable layout, queried with `getContainerVarLayout()` 737 738* The type layout for that variable layout shows what was allocated to represent the container itself, including any implicitly-allocated constant buffer 739 740* The offsets of that variable layout show where the container is situated relative to the overall type. 741With the current layout strategies used by the Slang compiler, all of these offsets will be zero. 742 743* Information about the element is stored as a variable layout, queried with `getElementVarLayout()` 744 745* The type layout of that variable layout shows how the element type is laid out inside container. 746 747* The offsets on that variable layout show where the element is situated relative to the overall type. 748These offsets will be non-zero in cases where there is some layout unit used by both the element type and the container itself. 749 750Given this understanding, we can now look at the logic to reflect a type layout for a constant buffer, parameter block, or similar type. 751 752``` c++ 753case slang::TypeReflection::Kind::ConstantBuffer: 754case slang::TypeReflection::Kind::ParameterBlock: 755case slang::TypeReflection::Kind::TextureBuffer: 756case slang::TypeReflection::Kind::ShaderStorageBuffer: 757{ 758print("container: "); 759printOffsets(typeLayout->getContainerVarLayout()); 760761 auto elementVarLayout = typeLayout->getElementVarLayout(); 762print("element: "); 763printOffsets(elementVarLayout); 764 765print("type layout: "); 766printTypeLayout( 767elementVarLayout->getTypeLayout(); 768} 769break; 770``` 771 772Note that the application logic here does not simply make use of `printVarLayout()` on the results of both `getContainerVarLayout()` and `getElementVarLayout()`, even though it technically could. 773While these sub-parts of the overall type layout are each represented as a `VariableLayoutReflection`, many of the properties of those variable layouts are uninteresting or null; they primarily exist to convey offset information. 774 775##### Example 776 777Given input code like the following: 778 779``` hlsl 780struct Material 781{ 782Texture2D albedoMap ; 783SamplerState sampler ; 784float2 uvScale ; 785float2 uvBias ; 786} 787 788struct FrameParams 789{ 790ConstantBuffer < Material > material ; 791 792float3 cameraPos ; 793float3 cameraDir ; 794 795TextureCube envMap ; 796float3 sunLightDir ; 797float3 sunLightIntensity ; 798 799Texture2D shadowMap ; 800SamplerComparisonState shadowMapSampler ; 801} 802 803ParameterBlock < FrameParams > params ; 804``` 805 806We will look at the kind of output our example application prints for `params` when compiling for Vulkan. 807The basic information for the variable and its type layout looks like: 808 809``` 810- name: "params" 811offset: 812relative: 813- value: 1 814unit: SubElementRegisterSpace # register spaces / descriptor sets 815type layout: 816name: "ParameterBlock" 817kind: ParameterBlock 818size: 819- value: 1 820unit: SubElementRegisterSpace # register spaces / descriptor sets 821``` 822 823As we would expect, the size of the parameter block is one register space (aka Vulkan descriptor `set`). 824In this case, the Slang compiler has assigned `params` to have a space offset of 1 (`set=1` in GLSL terms). 825 826The offset information for the container part of `params` is the following: 827 828``` 829container: 830offset: 831relative: 832- value: 0 833unit: DescriptorTableSlot # bindings 834space: 0 835- value: 0 836unit: SubElementRegisterSpace # register spaces / descriptor sets 837``` 838 839We can see from this information that the `ParameterBlock<>` container had two things allocated to it: a descriptor set (`ParameterCategory::SubElementRegisterSpace`), and a binding within that descriptor set (`ParameterCategory::DescriptorTableSlot`) for the automatically-introduced constant buffer. 840That automatically-introduced buffer has an offset of 0 bindings from the start of the descriptor set. 841 842The layout for the element part of the parameter block is as follows: 843 844``` 845element: 846offset: 847relative: 848- value: 1 849unit: DescriptorTableSlot # bindings 850space: 0 851- value: 0 852unit: Uniform # bytes 853type layout: 854name: "FrameParams" 855kind: Struct 856size: 857- value: 6 858unit: DescriptorTableSlot # bindings 859- value: 64 860unit: Uniform # bytes 861alignment in bytes: 16 862stride in bytes: 64 863fields: 864- name: "material" 865offset: 866relative: 867- value: 0 868unit: DescriptorTableSlot # bindings 869space: 0 870... 871``` 872 873We see here that the type layout for the element is as expected of a layout for the `FrameParams` type. 874In particular, note how the `material` field has a relative offset of zero bindings from the start of the `struct`, as is expected for the first field. 875In order to account for the automatically-introduced constant buffer that is used by the container part of the layout, the element variable layout includes a relative offset of one binding (`ParameterCategory::DescriptorTableSlot`). 876 877In a later section we will discuss how to easily sum up the various relative offsets shown in an example like this, when an application wants to compute a *cumulative* offset for a field like `params.material.sampler`. 878 879 880##### Pitfalls to Avoid 881 882It is a common mistake for users to apply `getElementTypeLayout()` on a single-element container, instead of using `getElementVarLayout()` as we advise here. 883The implementation of the reflection API makes an effort to ensure that the type layout returned by `getElementTypeLayout()` automatically bakes in the additional offsets that are needed, but the results can still be unintuitive. 884 885Programs and Scopes 886------------------- 887 888So far, our presentation has largely been bottom-up: we have shown how to recursively perform reflection on types, variables, and their layouts, but we have not yet shown how how to get this recursive traversal started. 889We will now proceed top-down for a bit, and look at how to reflect the top-level parameters of a program. 890 891A `ProgramLayout` is typically obtained using `IComponentType::getLayout()` after compiling and linking a Slang program. 892A program layout primarily comprises the global scope, and zero or more entry points: 893 894``` c++ 895void printProgramLayout( 896slang::ProgramLayout* programLayout) 897{ 898print("global scope: "); 899printScope(programLayout->getGlobalParamsVarLayout()); 900 901print("entry points: "); 902int entryPointCount = programLayout->getEntryPointCount(); 903for (int i = 0; i < entryPointCount; ++i) 904{ 905print("- "); 906printEntryPointLayout( 907programLayout->getEntryPointByIndex(i)); 908} 909} 910``` 911 912The global scope and entry points are each an example of a *scope* where top-level shader parameters can be declared. 913Scopes are represented in the reflection API using `VariableLayoutReflection`s. 914We will now discuss the details of reflection for scopes, starting with the global scope as an example. 915 916### Global Scope 917 918In order to understand how the Slang reflection API exposes the global scope, it is valuable to think of the steps (some of them optional) that the Slang compiler applies to global-scope shader parameter declarations as part of compilation. 919 920#### Parameters are Grouped Into a Structure 921 922If a shader program declares global-scope parameters like the following: 923 924``` hlsl 925Texture2D diffuseMap ; 926TextureCube envMap ; 927SamplerState sampler ; 928``` 929 930The Slang compiler will conceptually group all of those distinct global-scope parameter declarations into a `struct` type and then have only a single global-scope parameter of that type: 931 932``` hlsl 933struct Globals 934{ 935Texture2D diffuseMap ; 936TextureCube envMap ; 937SamplerState sampler ; 938} 939uniform Globals globals ; 940``` 941 942In this simple kind of case, the scope will be reflected as a variable layout with a `struct` type layout, with one field for each parameter declared in that scope: 943 944``` c++ 945void printScope( 946slang::VariableLayoutReflection* scopeVarLayout) 947{ 948auto scopeTypeLayout = scopeVarLayout->getTypeLayout(); 949switch (scopeTypeLayout->getKind()) 950{ 951case slang::TypeReflection::Kind::Struct: 952{ 953print("parameters: "); 954 955int paramCount = scopeTypeLayout->getFieldCount(); 956for (int i = 0; i < paramCount; i++) 957{ 958print("- "); 959 960auto param = scopeTypeLayout->getFieldByIndex(i); 961printVarLayout(param, &scopeOffsets); 962} 963} 964break; 965 966// ... 967} 968} 969``` 970 971#### Wrapped in a Constant Buffer If Needed 972 973In existing shader code that was originally authored for older APIs (such as D3D9) it is common to find a mixture of opaque and ordinary types appearing as global-scope shader parameters: 974 975``` hlsl 976Texture2D diffuseMap ; 977TextureCube envMap ; 978SamplerState sampler ; 979 980uniform float3 cameraPos ; 981uniform float3 cameraDir ; 982``` 983 984In these cases, when the Slang compiler groups the parameters into a single `struct`: 985 986``` hlsl 987struct Globals 988{ 989Texture2D diffuseMap ; 990TextureCube envMap ; 991SamplerState sampler ; 992 993float3 cameraPos ; 994float3 cameraDir ; 995} 996``` 997 998it finds that the resulting `struct` consumes a non-zero number of bytes and, for most compilation targets, it will automatically wrap that structure in a `ConstantBuffer<>` before declaring the single shader parameter that represents the global scope: 999 1000``` hlsl 1001ConstantBuffer < Globals > globals 1002``` 1003 1004This case shows up in the Slang reflection API as the scope having a type layout with the constant-buffer kind: 1005 1006``` c++ 1007case slang::TypeReflection::Kind::ConstantBuffer: 1008print("automatically-introduced constant buffer: "); 1009 1010printOffsets(scopeTypeLayout->getContainerVarLayout()); 1011 1012printScope(scopeTypeLayout->getElementVarLayout()); 1013break; 1014``` 1015 1016In this case, the container variable layout reflects the relative offsets for where the automatically-introduced constant buffer is bound, and the element variable layout reflects the global scope parameters that were wrapped in this way. 1017 1018#### Wrapped in a Parameter Block If Needed 1019 1020For targets like D3D12/DXIL, Vulkan/SPIR-V, and WebGPU/WGSL, most shader parameters must be bound via the target-specific grouping mechanism (descriptor tables, descriptor sets, or binding groups, respectively). 1021If the Slang compiler is compiling for such a target and detects that there are global-scope parameters that do not specify an explicit space, then it will conceptually wrap the global-scope declarations in a `ParameterBlock<>` that provides a default space. 1022 1023For example, if compiling this code to Vulkan: 1024 1025``` hlsl 1026Texture2D diffuseMap ; 1027[[ vk :: binding ( 1 , 0 )]] TextureCube envMap ; 1028SamplerState sampler ; 1029``` 1030 1031the Slang compiler will detect that `envMap` is explicitly bound to `binding` 1 in space (aka descriptor `set`) 0, and that neither `diffuseMap` nor `sampler` has been explicitly bound. 1032Both of the unbound parameters need to be passed inside of some space, so the compiler will allocate space 1 for that purpose (as space 0 was already claimed by explicit bindings). 1033In simplistic terms, the compiler will behave *as if* the global-scope parameters are wrapped up in a `struct` and then further wrapped up into a `ParameterBlock<>`. 1034 1035This case shows up in the Slang reflection API as the scope having a type layout with the parameter-block kind: 1036 1037``` c++ 1038case slang::TypeReflection::Kind::ParameterBlock: 1039print("automatically-introduced parameter block: "); 1040 1041printOffsets(scopeTypeLayout->getContainerVarLayout()); 1042 1043printScope(scopeTypeLayout->getElementVarLayout()); 1044break; 1045``` 1046 1047In cases where the parameters in a scope require *both* a constant buffer and a parameter block to be automatically introduced, the scope is reflected as if things were wrapped with `ParameterBlock<...>` and not `ParameterBlock<ConstantBuffer<...>>`. 1048That is, the binding information for the implicit constant buffer will be found as part of the container variable layout for the parameter block. 1049 1050#### Pitfalls to Avoid 1051 1052The `ProgramLayout` type has the appealingly-named `getParameterCount` and `getParameterByIndex()` methods, which seem to be the obvious way to navigate the global-scope parameters of a shader. 1053However, we recommend *against* using these functions in applications that want to be able to systematically and robustly reflect any possible input shader code. 1054 1055While the reflection API implementation makes an effort to ensure that the information returned by `getParameterByIndex()` is not incorrect, it is very difficult when using those functions to account for how global-scope parameters might have been grouped into an automatically-introduced constant buffer or parameter block. 1056The `getGlobalConstantBufferBinding()` and `getGlobalConstantBufferSize()` methods can be used in some scenarios, but aren't the best way to get the relevant information. 1057 1058While it would only matter in corner cases, we still recommend that applications use `getGlobalParamsVarLayout()` instead of `getGlobalParamsTypeLayout()`, to account for cases where the global-scope might have offsets applied to it (and also to handle the global scope and entry-point scopes more uniformly). 1059 1060### Entry Points 1061 1062An `EntryPointReflection` provides information on an entry point. 1063This includes the stage that the entry point was compiled for: 1064 1065``` c++ 1066void printEntryPointLayout(slang::EntryPointReflection* entryPointLayout) 1067{ 1068print("stage: "); printStage(entryPointLayout->getStage()); 1069 1070// ... 1071} 1072``` 1073 1074#### Entry Point Parameters 1075 1076An entry point acts as a scope for top-level shader parameters, much like the global scope. 1077Entry-point parameters are grouped into a `struct`, and then automatically wrapped in a constant buffer or parameter block if needed. 1078The main additional consideration, compared to the global scope, is that an entry-point function may also declare a result type. 1079When present, the function result acts more or less as an additional `out` parameter. 1080 1081The parameter scope and result of an entry point can be reflected with logic like: 1082 1083``` c++ 1084void printEntryPointLayout(slang::EntryPointReflection* entryPointLayout) 1085{ 1086// ... 1087printScope(entryPointLayout->getVarLayout()); 1088 1089auto resultVarLayout = entryPointLayout->getResultVarLayout(); 1090if (resultVarLayout->getTypeLayout()->getKind() != slang::TypeReflection::Kind::None) 1091{ 1092key("result"); printVarLayout(resultVarLayout); 1093} 1094} 1095``` 1096 1097##### Pitfalls to Avoid 1098 1099Similarly to the case for the global scope, we recommend against using the `getParameterCount()` and `getParameterByIndex()` methods on `EntryPointReflection`, since they make it harder to handle cases where the entry-point scope might have been allocated as a constant buffer (although the `hasDefaultConstantBuffer()` method is provided to try to support older applications that still use `getParameterByIndex()`). 1100Applications are also recommended to use `EntryPointReflection::getVarLayout()` instead of `::getTypeLayout()`, to more properly reflect the way that offsets are computed and applied to the parameters of an entry point. 1101 1102#### Stage-Specific Information 1103 1104Depending on the stage that an entry point was compiled for, it may provide additional information that an application can query: 1105 1106``` c++ 1107void printEntryPointLayout(slang::EntryPointReflection* entryPointLayout) 1108{ 1109// ... 1110switch (entryPointLayout->getStage()) 1111{ 1112default: 1113break; 1114 1115// ... 1116} 1117// ... 1118} 1119``` 1120 1121For example, compute entry points store the thread-group dimensions: 1122 1123``` c++ 1124case SLANG_STAGE_COMPUTE: 1125{ 1126SlangUInt sizes[3]; 1127entryPointLayout->getComputeThreadGroupSize(3, sizes); 1128 1129print("thread group size: "); 1130print("x: "); print(sizes[0]); 1131print("y: "); print(sizes[1]); 1132print("z: "); print(sizes[2]); 1133} 1134break; 1135``` 1136 1137#### Varying Parameters 1138 1139So far we have primarily been talking about the *uniform* shader parameters of a program: those that can be passed in from application code to shader code. 1140Slang's reflection API also reflects the *varying* shader parameters that appear are passed between stages of a pipeline. 1141 1142Variable and type layouts for varying shader parameters will typically show usage of: 1143 1144* Varying input slots (`slang::ParameterCategory::VaryingInput`) for stage inputs 1145* Varying output slots (`slang::ParameterCategory::VaryingOutput`) for `out` parameters and the entry-point result 1146* Both (`slang::ParameterCategory::VaryingInput` *and* `::VaryingOutput`) for `inout` parameters 1147* Nothing (no usage for any unit) for *system value* parameters (typically using an `SV_*` semantic) 1148 1149For user-defined varying parameters, some GPU APIs care about the *semantic* that has been applied to the parameter. 1150For example, given this shader code: 1151 1152``` hlsl 1153[ shader ( "vertex" )] 1154float4 vertexMain ( 1155float3 position : POSITION , 1156float3 normal : NORMAL , 1157float3 uv : TEXCOORD , 1158// ... 1159) 1160: SV_Position 1161{ 1162// ... 1163} 1164``` 1165 1166the shader parameter `normal` of `vertexMain` has a semantic of `NORMAL`. 1167 1168Semantics are only relevant for shader parameters that became part of the varying input/output interface of an entry point for some stage, in which case the `VariableLayoutReflection::getStage()` method will return that stage. 1169A semantic is decomposed into both a name and an index (e.g., `TEXCOORD5` has a name of `"TEXCOORD"` and an index of `5`). 1170This information can be reflected with `getSemanticName()` and `getSemanticIndex()`: 1171 1172 1173``` c++ 1174void printVarLayout(slang::VariableLayoutReflection* varLayout) 1175{ 1176// ... 1177if (varLayout->getStage() != SLANG_STAGE_NONE) 1178{ 1179print("semantic: "); 1180print("name: "); printQuotedString(varLayout->getSemanticName()); 1181print("index: "); print(varLayout->getSemanticIndex()); 1182} 1183// ... 1184} 1185``` 1186 1187Calculating Cumulative Offsets 1188------------------------------ 1189 1190All of the code so far has only extracted the *relative* offsets of variable layouts. 1191Offsets for fields have been relative to the `struct` that contains them. 1192Offsets for top-level parameters have been relative to the scope that contains them, or even to a constant buffer or parameter block that was introduced for that scope. 1193 1194There are many cases where an application needs to calculate a *cumulative* offset (or even an absolute offset) for some parameter, even down to the granularity of individual `struct` fields. 1195As a notable example, allocation of D3D root signatures and Vulkan pipeline layouts for a program requires being able to enumerate the absolute offsets of all bindings in all descriptor tables/sets. 1196 1197Because offsets for certain layout units include an additional dimension for a space, our example application will define a simple `struct` to represent a cumulative offset: 1198 1199``` c++ 1200struct CumulativeOffset 1201{ 1202int value; // the actual offset 1203int space; // the associated space 1204}; 1205``` 1206 1207### Access Paths 1208 1209There are multiple ways to track and calculate cumulative offsets. 1210Here we will present a solution that is both simple and reasonably efficient, while still yielding correct results even in complicated scenarios. 1211 1212If all we had to do was calculate the byte offsets of things, a single `size_t` would be enough to represent a cumulative offset. 1213However, we have already seen that in the context of a GPU language like Slang, we can have offsets measured in multiple different layout units. 1214A naive implementation might try to represent a cumulative offset as a vector or dictionary of scalar offsets, with (up to) one for each layout unit. 1215The sheer number of layout units (the cases of the `slang::ParameterCategory` enumeration) makes such an approach unwieldy. 1216 1217Instead we focus on the intuition that the cumulative offset of a variable layout, for any given layout unit, can be computed by summing up all the relative offsets along the *access path* to that variable. 1218For example, given code like: 1219 1220``` hlsl 1221struct Material 1222{ 1223Texture2D albedoMap ; 1224Texture2D glossMap ; 1225SamplerState sampler ; 1226} 1227struct LightingEnvironment 1228{ 1229TextureCube environmentMap ; 1230float3 sunLightDir ; 1231float3 sunLightIntensity ; 1232} 1233struct Params 1234{ 1235LightingEnvironment lights ; 1236Material material ; 1237} 1238uniform Params params ; 1239``` 1240 1241we expect that the cumulative offset of `params.material.glossMap` in units of Vulkan `binding`s can be computed by summing up the offsets in that unit of `params` (0), `material` (1), and `glossMap` (1). 1242 1243When recursively traversing the parameters of a shader, out example application will track an access path as a singly-linked list of variable layouts that points up the stack, from the deepest variable to the shallowest: 1244 1245``` c++ 1246struct AccessPathNode 1247{ 1248slang::VariableLayoutReflection* varLayout; 1249AccessPathNode* outer; 1250}; 1251 1252struct AccessPath 1253{ 1254AccessPathNode* leafNode = nullptr; 1255}; 1256``` 1257 1258For the example code above, if our recursive traversal is at `params.material.glossMap`, then the access path will start with a node for `glossMap` which points to a node for `material`, which points to a node for `glossMap`. 1259 1260For many layout units, we can calculate a cumulative offset simply by summing up contributions along the entire access path, with logic like the following: 1261 1262``` c++ 1263CumulativeOffset calculateCumulativeOffset(slang::ParameterCategory layoutUnit, AccessPath accessPath) 1264{ 1265// ... 1266for(auto node = accessPath.leafNode; node != nullptr; node = node->outer) 1267{ 1268result.value += node->varLayout->getOffset(layoutUnit); 1269result.space += node->varLayout->getBindingSpace(layoutUnit); 1270} 1271// ... 1272} 1273``` 1274 1275Once our example application is properly tracking access paths, we will be able to use them to calculate and print the cumulative offsets of variable layouts: 1276 1277``` c++ 1278void printOffsets( 1279slang::VariableLayoutReflection* varLayout, 1280AccessPath accessPath) 1281{ 1282// ... 1283 1284print("cumulative:"); 1285for (int i = 0; i < usedLayoutUnitCount; ++i) 1286{ 1287print("- "); 1288auto layoutUnit = varLayout->getCategoryByIndex(i); 1289printCumulativeOffset(varLayout, layoutUnit, accessPath); 1290} 1291} 1292``` 1293 1294Printing the cumulative offset of a variable layout requires adding the offset information for the variable itself to the offset calculated from its access path: 1295 1296``` c++ 1297void printCumulativeOffset( 1298slang::VariableLayoutReflection* varLayout, 1299slang::ParameterCategory layoutUnit, 1300AccessPath accessPath) 1301{ 1302CumulativeOffset cumulativeOffset = calculateCumulativeOffset(layoutUnit, accessPath); 1303 1304cumulativeOffset.offset += varLayout->getOffset(layoutUnit); 1305cumulativeOffset.space += varLayout->getBindingSpace(layoutUnit); 1306 1307printOffset(layoutUnit, cumulativeOffset.offset, cumulativeOffset.space); 1308} 1309``` 1310 1311### Tracking Access Paths 1312 1313In order to support calculation of cumulative offsets, the various functions we've presented so far like `printVarLayout()` and `printTypeLayout()` need to be extended with an additional parameter for an `AccessPath`. 1314For example, the signature of `printTypeLayout()` becomes: 1315 1316``` c++ 1317void printTypeLayout(slang::TypeLayoutReflection* typeLayout, AccessPath accessPath) 1318{ 1319// ... 1320} 1321``` 1322 1323#### Variable Layouts 1324 1325When traversing a variable layout, we then need to extend the access path to include the additional variable layout, before traversing down into its type layout: 1326 1327``` c++ 1328void printVarLayout(slang::VariableLayoutReflection* typeLayout, AccessPath accessPath) 1329{ 1330// ... 1331 1332ExtendedAccessPath varAccessPath(accessPath, varLayout); 1333 1334print("type layout: "); 1335printTypeLayout(varLayout->getTypeLayout(), varAccessPath); 1336} 1337``` 1338 1339#### Scopes 1340 1341Similar logic is needed within `printScope()` in our example program: 1342 1343``` c++ 1344void printScope( 1345slang::VariableLayoutReflection* scopeVarLayout, 1346AccessPath accessPath) 1347{ 1348ExtendedAccessPath scopeAccessPath(accessPath, scopeVarLayout); 1349 1350// ... 1351} 1352``` 1353 1354The calls to `printOffsets()`, `printTypeLayout()`, etc. inside of `printScope()` will then pass along the extended access path. 1355 1356#### Array-Like Types 1357 1358When the traversing an array, matrix, or vector type, it is impossible to compute a single cumulative offset that is applicable to all elements of the type. 1359The recursive calls to `printTypeLayout()` in these cases will simply pass in an empty `AccessPath`. 1360For example: 1361 1362``` c++ 1363case slang::TypeReflection::Kind::Array: 1364{ 1365// ... 1366 1367print("element type layout: "); 1368printTypeLayout( 1369typeLayout->getElementTypeLayout(), 1370AccessPath()); 1371} 1372break; 1373``` 1374 1375### Handling Single-Element Containers 1376 1377Types like constant buffers and parameter blocks add complexity that requires additions to our representation and handling of access paths. 1378 1379First, when calculating the cumulative byte offset of variables inside a constant buffer (or any of these single-element container types), it is important not to sum contributions too far up the access path. 1380Consider this example: 1381 1382``` c++ 1383struct A 1384{ 1385float4 x; 1386Texture2D t; 1387} 1388struct B 1389{ 1390float4 y; 1391ConstantBuffer<Inner> a; 1392} 1393struct C 1394{ 1395float4 z; 1396Texture2D t; 1397B b; 1398} 1399uniform C c; 1400``` 1401 1402When compiling for D3D12, the cumulative byte offset of `c.b` is 16, but the cumulative byte offset of `c.b.a.x` needs to be zero, because its byte offset should be measured relative to the enclosing constant buffer `c.b.a`. 1403In contrast, the cumulative of offset of `c.b` in `t` registers is one, and the cumulative offset of `c.b.a.t` needs to be two. 1404 1405Similarly, when calculating the cumulative offsets of variables inside a parameter block (for targets that can allocate each parameter block its own space), it is important not to sum contributions past an enclosing parameter block. 1406 1407We can account for these subtleties by extending the representation of access paths in our example application to record the node corresponding to the deepest constant buffer or parameter block along the path: 1408 1409``` c++ 1410struct AccessPath 1411{ 1412AccessPathNode* leaf = nullptr; 1413AccessPathNode* deepestConstantBuffer = nullptr; 1414AccessPathNode* deepestParameterBlock = nullptr; 1415}; 1416``` 1417 1418Now when traversing a single-element container type in `printTypeLayout`, we can make a copy of the current access path and modify its `deepestConstantBuffer` to account for the container: 1419 1420``` c++ 1421case slang::TypeReflection::Kind::ConstantBuffer: 1422case slang::TypeReflection::Kind::ParameterBlock: 1423case slang::TypeReflection::Kind::TextureBuffer: 1424case slang::TypeReflection::Kind::ShaderStorageBuffer: 1425{ 1426// ... 1427 1428AccumulatedOffsets innerAccessPath = accessPath; 1429innerAccessPath.deepestConstantBuffer = innerAccessPath.leaf; 1430 1431// ... 1432} 1433break; 1434``` 1435 1436Further, if the container had a full space allocated to it, then we also update the `deepestParameterBlock`: 1437 1438``` c++ 1439// ... 1440if (containerVarLayout->getTypeLayout()->getSize( 1441slang::ParameterCategory::SubElementRegisterSpace) != 0) 1442{ 1443innerAccessPath.deepestParameterBlock = innerAccessPath.leaf; 1444} 1445// ... 1446``` 1447 1448Finally, when traversing the element of the container, we need to use this new `innerAccessPath`, and also extend the access path when traversing into the type layout of the element: 1449 1450``` c++ 1451print("element: "); 1452printOffsets(elementVarLayout, innerAccessPath); 1453 1454ExtendedAccessPath elementAccessPath(innerAccessPath, elementVarLayout); 1455 1456print("type layout: "); 1457printTypeLayout( 1458elementVarLayout->getTypeLayout(), 1459elementAccessPath); 1460``` 1461 1462### Accumulating Offsets Along An Access Path 1463 1464We now understand that the proper way to calculate a cumulative offset depends on the layout unit: 1465 1466``` c++ 1467CumulativeOffset calculateCumulativeOffset( 1468slang::ParameterCategory layoutUnit, 1469AccessPath accessPath) 1470{ 1471switch(layoutUnit) 1472{ 1473// ... 1474} 1475} 1476``` 1477 1478#### Layout Units That Don't Require Special Handling 1479 1480By default, relative offsets will be summed for all nodes along the access path: 1481 1482``` c++ 1483default: 1484for (auto node = accessPath.leaf; node != nullptr; node = node->outer) 1485{ 1486result.offset += node->varLayout->getOffset(layoutUnit); 1487} 1488break; 1489``` 1490 1491#### Bytes 1492 1493When a byte offset is being computed, relative offsets will only be summed up to the deepest enclosing constant buffer, if any: 1494 1495``` c++ 1496case slang::ParameterCategory::Uniform: 1497for (auto node = accessPath.leaf; node != accessPath.deepestConstantBuffer; node = node->outer) 1498{ 1499result.offset += node->varLayout->getOffset(layoutUnit); 1500} 1501break; 1502``` 1503 1504#### Layout Units That Care About Spaces 1505 1506Finally, we need to handle the layout units that care about spaces: 1507 1508``` c++ 1509case slang::ParameterCategory::ConstantBuffer: 1510case slang::ParameterCategory::ShaderResource: 1511case slang::ParameterCategory::UnorderedAccess: 1512case slang::ParameterCategory::SamplerState: 1513case slang::ParameterCategory::DescriptorTableSlot: 1514// ... 1515break; 1516``` 1517 1518Relative offsets, including space offsets, need to be summed along the access path up to the deepest enclosing parameter block, if any: 1519 1520``` c++ 1521for (auto node = accessPath.leaf; node != accessPath.deepestParameterBlock; node = node->outer) 1522{ 1523result.offset += node->varLayout->getOffset(layoutUnit); 1524result.space += node->varLayout->getBindingSpace(layoutUnit); 1525} 1526``` 1527 1528Additionally, the offset of the enclosing parameter block in spaces needs to be added to the space of the cumulative offset: 1529 1530``` c++ 1531for (auto node = accessPath.deepestParameterBlock; node != nullptr; node = node->outer) 1532{ 1533result.space += node->varLayout->getOffset(slang::ParameterCategory::SubElementRegisterSpace); 1534} 1535``` 1536 1537Determining Whether Parameters Are Used 1538--------------------------------------- 1539 1540Some application architectures make use of shader code that declares a large number of shader parameters at global scope, but only uses a small fraction of those parameters at runtime. 1541Similarly, shader parameters may be declared at global scope even if they are only used by a single entry point in a pipeline. 1542These kinds of architectures are not ideal, but they are pervasive. 1543 1544Slang's base reflection API *intentionally* does not provide information about which shader parameters are or are not used by a program, or specific entry points. 1545This choice ensures that applications using the reflection API can robustly re-use data structures built from reflection data across hot reloads of shaders, or switches between variants of a program. 1546 1547Applications that need to know which parameters are used (and by which entry points or stages) need to query for additional metadata connected to the entry points of their compiled program using `IComponentType::getEntryPointMetadata()`: 1548 1549``` c++ 1550slang::IComponentType* program = ...; 1551slang::IMetadata* entryPointMetadata; 1552program->getEntryPointMetadata( 1553entryPointIndex, 15540, // target index 1555&entryPointMetadata); 1556``` 1557 1558When traversal of reflection data reaches a leaf parameter, the application can use `IMetadata::isParameterLocationUsed()` with the absolute location of that parameter for a given layout unit: 1559 1560``` c++ 1561unsigned calculateParameterStageMask( 1562slang::ParameterCategory layoutUnit, 1563CumulativeOffset offset) 1564{ 1565unsigned mask = 0; 1566for(int i = 0; i < entryPointCount; ++i) 1567{ 1568bool isUsed = false; 1569entryPoints[i].metadata->isParameterLocationUsed( 1570layoutUnit, offset.space, offset.value, isUsed); 1571if(isUsed) 1572{ 1573mask |= 1 << unsigned(entryPoints[i].stage); 1574} 1575} 1576return mask; 1577} 1578``` 1579 1580The application can then incorporate this logic into a loop over the layout units consumed by a parameter: 1581 1582``` c++ 1583unsigned calculateParameterStageMask( 1584slang::VariableLayoutReflection* varLayout, 1585AccessPath accessPath) 1586{ 1587unsigned mask = 0; 1588 1589int usedLayoutUnitCount = varLayout->getCategoryCount(); 1590for (int i = 0; i < usedLayoutUnitCount; ++i) 1591{ 1592auto layoutUnit = varLayout->getCategoryByIndex(i); 1593auto offset = calculateCumulativeOffset( 1594varLayout, layoutUnit, accessPath); 15951596 mask |= calculateStageMask( 1597layoutUnit, offset); 1598} 1599 1600return mask; 1601} 1602``` 1603 1604Finally, we can wrap all this up into logic to print which stage(s) use a given parameter, based on the information in the per-entry-point metadata: 1605 1606``` c++ 1607void printVarLayout( 1608slang::VariableLayoutReflection* varLayout, 1609AccessPath accessPath) 1610{ 1611//... 1612unsigned stageMask = calculateStageMask( 1613varLayout, accessPath); 1614 1615print("used by stages: "); 1616for(int i = 0; i < SLANG_STAGE_COUNT; i++) 1617{ 1618if(stageMask & (1 << i)) 1619{ 1620print("- "); 1621printStage(SlangStage(i)); 1622} 1623} 1624// ... 1625} 1626``` 1627 1628Conclusion 1629---------- 1630 1631At this point we have provided a comprehensive example of how to robustly traverse the information provided by the Slang reflection API to get a complete picture of the shader parameters of a program, and what target-specific locations they were bound to. 1632We hope that along the way we have also imparted some key parts of the mental model that exists behind the reflection API and its representations.