================
@@ -0,0 +1,312 @@
+====================
+HLSL Root Signatures
+====================
+
+.. contents::
+   :local:
+
+Usage
+=====
+
+In HLSL, the `root signature
+<https://learn.microsoft.com/en-us/windows/win32/direct3d12/root-signatures>`_ 
+defines what types of resources are bound to the graphics pipeline. 
+
+A root signature can be specified in HLSL as a `string
+<https://learn.microsoft.com/en-us/windows/win32/direct3d12/specifying-root-signatures-in-hlsl#an-example-hlsl-root-signature>`_.
 
+The string contains a collection of comma-separated clauses that describe root 
+signature constituent components. 
+
+There are two mechanisms to compile an HLSL root signature. First, it is 
+possible to attach a root signature string to a particular shader via the 
+RootSignature attribute (in the following example, using the MyRS1 entry 
+point):
+
+.. code-block:: c++
+
+    #define RS "RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | " \ 
+              "DENY_VERTEX_SHADER_ROOT_ACCESS), " \ 
+              "CBV(b0, space = 1, flags = DATA_STATIC), " \ 
+              "SRV(t0), " \ 
+              "UAV(u0), " \ 
+              "DescriptorTable( CBV(b1), " \ 
+              "                 SRV(t1, numDescriptors = 8, " \ 
+              "                     flags = DESCRIPTORS_VOLATILE), " \ 
+              "                 UAV(u1, numDescriptors = unbounded, " \ 
+              "                     flags = DESCRIPTORS_VOLATILE)), " \ 
+              "DescriptorTable(Sampler(s0, space=1, numDescriptors = 4)), " \ 
+              "RootConstants(num32BitConstants=3, b10), " \ 
+              "StaticSampler(s1)," \ 
+              "StaticSampler(s2, " \ 
+              "              addressU = TEXTURE_ADDRESS_CLAMP, " \ 
+              "              filter = FILTER_MIN_MAG_MIP_LINEAR )"
+
+    [RootSignature(RS)]
+    float4 main(float4 coord : COORD) : SV_Target
+    {
+    …
+    }
+
+The compiler will create and verify the root signature blob for the shader and 
+embed it alongside the shader byte code into the shader blob. 
+
+The other mechanism is to create a standalone root signature blob, perhaps to 
+reuse it with a large set of shaders, saving space. The name of the define 
+string is specified via the usual -E argument. For example:
+
+.. code-block:: c++
+
+  dxc.exe -T rootsig_1_1 MyRS1.hlsl -E MyRS1 -Fo MyRS1.fxo
+
+Note that the root signature string define can also be passed on the command 
+line, e.g, -D MyRS1=”…”.
+
+Root Signature Grammar
+======================
+
+.. code-block:: c++
+
+    RootSignature : (RootElement(,RootElement)?)?
+
+    RootElement : RootFlags | RootConstants | RootCBV | RootSRV | RootUAV |
+                  DescriptorTable | StaticSampler
+
+    RootFlags : 'RootFlags' '(' (RootFlag(|RootFlag)?)? ')'
+
+    RootFlag : 'ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT' | 
+               'DENY_VERTEX_SHADER_ROOT_ACCESS'
+
+    RootConstants : 'RootConstants' '(' 'num32BitConstants' '=' NUMBER ',' 
+           bReg (',' 'space' '=' NUMBER)? 
+           (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    RootCBV : 'CBV' '(' bReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    RootSRV : 'SRV' '(' tReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    RootUAV : 'UAV' '(' uReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    DescriptorTable : 'DescriptorTable' '(' (DTClause(|DTClause)?)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    DTClause : CBV | SRV | UAV | Sampler
+
+    CBV : 'CBV' '(' bReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    SRV : 'SRV' '(' tReg (',' 'numDescriptors' '=' NUMBER)? 
+    (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    UAV : 'UAV' '(' uReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    Sampler : 'Sampler' '(' sReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' 
NUMBER)? ')'
+
+
+    SHADER_VISIBILITY : 'SHADER_VISIBILITY_ALL' | 'SHADER_VISIBILITY_VERTEX' | 
+                        'SHADER_VISIBILITY_HULL' | 
+                        'SHADER_VISIBILITY_DOMAIN' | 
+                        'SHADER_VISIBILITY_GEOMETRY' | 
+                        'SHADER_VISIBILITY_PIXEL' | 
+                        'SHADER_VISIBILITY_AMPLIFICATION' | 
+                        'SHADER_VISIBILITY_MESH'
+
+    DATA_FLAGS : 'DATA_STATIC_WHILE_SET_AT_EXECUTE' | 'DATA_VOLATILE'
+
+    DESCRIPTOR_RANGE_OFFSET : 'DESCRIPTOR_RANGE_OFFSET_APPEND' | NUMBER
+
+    StaticSampler : 'StaticSampler' '(' sReg (',' 'filter' '=' FILTER)? 
+             (',' 'addressU' '=' TEXTURE_ADDRESS)? 
+             (',' 'addressV' '=' TEXTURE_ADDRESS)? 
+             (',' 'addressW' '=' TEXTURE_ADDRESS)? 
+             (',' 'mipLODBias' '=' NUMBER)? 
+             (',' 'maxAnisotropy' '=' NUMBER)? 
+             (',' 'comparisonFunc' '=' COMPARISON_FUNC)? 
+             (',' 'borderColor' '=' STATIC_BORDER_COLOR)? 
+             (',' 'minLOD' '=' NUMBER)? 
+             (',' 'maxLOD' '=' NUMBER)? (',' 'space' '=' NUMBER)? 
+             (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    bReg : 'b' NUMBER 
+
+    tReg : 't' NUMBER 
+
+    uReg : 'u' NUMBER 
+
+    sReg : 's' NUMBER 
+
+    FILTER : 'FILTER_MIN_MAG_MIP_POINT' | 
+             'FILTER_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_ANISOTROPIC' | 
+             'FILTER_COMPARISON_MIN_MAG_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_COMPARISON_ANISOTROPIC' | 
+             'FILTER_MINIMUM_MIN_MAG_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_MINIMUM_ANISOTROPIC' | 
+             'FILTER_MAXIMUM_MIN_MAG_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_ANISOTROPIC'
+
+    TEXTURE_ADDRESS : 'TEXTURE_ADDRESS_WRAP' | 
+                      'TEXTURE_ADDRESS_MIRROR' | 'TEXTURE_ADDRESS_CLAMP' | 
+                      'TEXTURE_ADDRESS_BORDER' | 'TEXTURE_ADDRESS_MIRROR_ONCE'
+
+    COMPARISON_FUNC : 'COMPARISON_NEVER' | 'COMPARISON_LESS' | 
+                      'COMPARISON_EQUAL' | 'COMPARISON_LESS_EQUAL' | 
+                      'COMPARISON_GREATER' | 'COMPARISON_NOT_EQUAL' | 
+                      'COMPARISON_GREATER_EQUAL' | 'COMPARISON_ALWAYS'
+
+    STATIC_BORDER_COLOR : 'STATIC_BORDER_COLOR_TRANSPARENT_BLACK' | 
+                          'STATIC_BORDER_COLOR_OPAQUE_BLACK' | 
+                          'STATIC_BORDER_COLOR_OPAQUE_WHITE'
+
+
+Serialized format
+======================
+The root signature string is parsed and serialized into a binary format. The
+binary format is a sequence of bytes that can be used to create a root 
signature
+object in the Direct3D 12 API. The binary format is defined by the
+`D3D12_ROOT_SIGNATURE_DESC (for rootsig_1_0)
+<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc>`_
+or `D3D12_ROOT_SIGNATURE_DESC1 (for rootsig_1_1)
+<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc1>`_
 
+structure in the Direct3D 12 API.
+
----------------
damyanp wrote:

One of the goals here is to improve the documentation.  Currently, it seems 
that there isn't any documentation anywhere about the serialized format of root 
signatures.  This is our opportunity to rectify this.  I don't think that 
linking to DXC source code really counts as documenting it.

As part of the work you're planning on doing with root signatures, are you 
going to implement serialization? If not, I could buy the argument that we can 
defer documenting the format until that happens, but if the intention is to 
implement serialization now then I think we should get the format documented.


https://github.com/llvm/llvm-project/pull/83933
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