[clang] [Doc][HLSL] Add documentation for root signature. (PR #83933)

Damyan Pepper via cfe-commits cfe-commits at lists.llvm.org
Mon Mar 4 17:18:54 PST 2024


================
@@ -0,0 +1,210 @@
+====================
+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++
+
+    [RootSignature(MyRS1)]
+    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.
+
+
+
+Implementation Details
+======================
+
+The root signature string will be parsed in the HLSL frontend. 
----------------
damyanp wrote:

Is "HLSL frontend" specific enough for this document?

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


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