[llvm] [DirectX][docs] Document DXContainer format (PR #90908)

Damyan Pepper via llvm-commits llvm-commits at lists.llvm.org
Thu May 2 15:26:14 PDT 2024


================
@@ -0,0 +1,395 @@
+=================
+DirectX Container
+=================
+
+.. contents::
+   :local:
+
+.. toctree::
+   :hidden:
+
+Overview
+========
+
+The DirectX Container (DXContainer) file format is the binary file format for
+compiled shaders targeting the DirectX runtime. The file format is also called
+the DXIL Container or DXBC file format. Because the file format can be used to
+include either DXIL or DXBC compiled shaders, the nomenclature in LLVM is simply
+DirectX Container.
+
+DirectX Container files are read by the compiler and associated tools as well as
+the DirectX runtime, profiling tools and other users. This document serves as a
+companion to the implementation in LLVM to more completely document the file
+format for its many users.
+
+Basic Structure
+===============
+
+A DXContainer file begins with a header, and is then followed by a sequence of
+"parts", which are analogous to object file sections. Each part contains a part
+header, and some number of bytes of data after the header in a defined format.
+
+DX Container data structures are encoded little-endian in the binary file.
+
+The LLVM versions of all data structures described and/or referenced in this
+file are defined in
+`llvm/include/llvm/BinaryFormat/DXContainer.h
+<https://github.com/llvm/llvm-project/blob/main/llvm/include/llvm/BinaryFormat/DXContainer.h>`_.
+Some pseudo code is provided in blocks below to ease understanding of this
+document, but reading it with the header available will provide the most
+clarity.
+
+File Header
+-----------
+
+.. code-block:: c
+
+  struct Header {
+    uint8_t Magic[4];
+    uint8_t Digest[16];
+    uint16_t MajorVersion;
+    uint16_t MinorVersion;
+    uint32_t FileSize;
+    uint32_t PartCount;
+  };
+
+The DXContainer header matches the pseudo-definition above. It begins with a
+four character code (magic number) with the value ``DXBC`` to denote the file
+format.
+
+The ``Digest`` is a 128bit hash digest computed with a proprietary algorithm and
+encoded in the binary by the bytecode validator.
+
+The ``MajorVersion`` and ``MinorVersion`` encode the file format version
+``1.0``.
+
+The remaining fields encode 32-bit unsigned integers for the file size and
+number of parts.
+
+Following the part header is an array of ``PartCount`` 32-bit unsigned integers
+specifying the offsets of each part header.
+
+Part Data
+---------
+
+.. code-block:: c
+
+  struct PartHeader {
+    uint8_t Name[4];
+    uint32_t Size;
+  }
+
+Each part begins with a part header. A part header includes the 4-character part
+name, and a 32-bit unsigned integer specifying the size of the part data. The
+part header is followed by ``Size`` bytes of data comprising the part.
+
+Part Formats
+============
+
+The part name indicates the format of the part data. There are 23 part headers
+used by DXC and FXC:
+
+#. `DXIL`_ - Stores the DXIL bytecode.
+#. `HASH`_ - Stores the shader MD5 hash.
+#. ILDB - Stores the DXIL bytecode with LLVM Debug Information embedded in the module.
+#. ILDN - Stores shader debug name for external debug information.
+#. `ISG1`_ - Stores the input signature for Shader Model 5.1+.
+#. ISGN - Stores the input signature for Shader Model 4 and earlier.
+#. `OSG1`_ - Stores the output signature for Shader Model 5.1+.
+#. OSG5 - Stores the output signature for Shader Model 5.
+#. OSGN - Stores the output signature for Shader Model 4 and earlier.
+#. PCSG - Stores the patch constant signature for Shader Model 5.1 and earlier.
+#. PDBI - Stores PDB information.
+#. PRIV - Stores arbitrary private data.
+#. `PSG1`_ - Stores the patch constant signature for Shader Model 6+.
+#. `PSV0`_ - Stores Pipeline State Validation data.
+#. RDAT - Stores Runtime Data.
+#. RDEF - Stores resource definitions.
+#. RTS0 - Stores compiled root signature.
+#. `SFI0`_ - Stores shader feature flags.
+#. SHDR - Stores compiled DXBC bytecode.
+#. SHEX - Stores compiled DXBC bytecode.
+#. SRCI - Stores shader source information.
+#. STAT - Stores shader statistics.
+#. VERS - Stores shader compiler version information.
+
+DXIL Part
+---------
+.. _DXIL:
+
+The DXIL part is comprised of three data structures: the ``ProgramHeader``, the
+``BitcodeHeader`` and the bitcode serialized LLVM IR Module.
+
+The ``ProgramHeader`` contains the shader model version and pipeline stage
+enumeration value. This identifies the target profile of the contained shader
+bitcode.
+
+The ``BitcodeHeader`` contains the DXIL version information and refers to the
+start of the bitcode data.
+
+HASH Part
+---------
+.. _HASH:
+
+The HASH part contains a 32-bit unsigned integer with the shader hash flags, and
+a 128-bit MD5 hash digest. The flags field can either have the value ``0`` to
+indicate no flags, or ``1`` to indicate that the file hash was computed
+including the source code that produced the binary.
+
+Program Signature (SG1) Parts
+-----------------------------
+.. _ISG1:
+.. _OSG1:
+.. _PSG1:
+
+.. code-block:: c
+
+  struct ProgramSignatureHeader {
+    uint32_t ParamCount;
+    uint32_t FirstParamOffset;
+  }
+
+The program signature parts (ISG1, OSG1, & PSG1) all use the same data
+structures to encode inputs, outputs and patch information. The
+``ProgramSignatureHeader`` includes two 32-bit unsigned integers to specify the
+number of signature parameters and the offset of the first parameter.
+
+Beginning at ``FirstParamOffset`` bytes from the start of the
+``ProgramSignatureHeader``, ``ParamCount`` ``ProgramSignatureElement``
+structures are written. Following the ``ProgramSignatureElements`` is a string
+table of null terminated strings padded to 32-byte alignment. This string table
+matches the DWARF string table format as implemented by LLVM.
+
+Each ``ProgramSignatureElement`` encodes a ``NameOffset`` value which specifies
+the offset into the string table. A value of ``0`` denotes no name. The offsets
+encoded here are from the beginning of the ``ProgramSignatureHeader`` not the
+beginning of the string table.
+
+The ``ProgramSignatureElement`` contains several enumeration fields which are
+defined in `llvm/include/llvm/BinaryFormat/DXContainerConstants.def <https://github.com/llvm/llvm-project/blob/main/llvm/include/llvm/BinaryFormat/DXContainerConstants.def>`_.
+These fields encode the D3D system value, the type of data and its precision
+requirements.
+
+PSV0 Part
+---------
+.. _PSV0:
+
+The Pipeline State Validation data encodes versioned runtime information
+structures. These structures use a scheme where in lieu of encoding a version
+number, they encode the size of the structure and each new version of the
+structure is additive. This allows readers to infer the version of the structure
+by comparing the encoded size with the size of known structures. If the encoded
+size is larger than any known structure, the largest known structure can validly
+parse the data represented in the known structure.
+
+In LLVM we represent the versions of the associated data structures with
+versioned namespaces under the ``llvm::dxbc::PSV`` namespace (e.g. ``v0``,
+``v1``). Each structure in the ``v0`` namespace is the base version, the
+structures in the ``v1`` namespace inherit from the ``v0`` namespace, and the
+``v2`` structures inherit from the ``v1`` structures, and so on.
+
+The high-level structure of the PSV data is:
+
+#. ``RuntimeInfo`` structure
+#. Resource bindings
+#. Signature elements
+#. Mask Vectors (Output, Input, InputPatch, PatchOutput)
+
+Immediately following the part header for the PSV0 part is a 32-bit unsigned
+integer specifying the size of the ``RuntimeInfo`` structure that follows.
+
+Immediately following the ``RuntimeInfo`` structure is a 32-bit unsigned integer
+specifying the number of resource bindings. If the number of resources is
+greater than zero, another unsigned 32-bit integer follows to specify the size
+of the ``ResourceBindInfo`` structure. This is followed by the specified number
+of structures of the specified size (which infers the version of the structure).
+
+For version 0 of the data this ends the part data.
+
+PSV0 Signature Elements
+~~~~~~~~~~~~~~~~~~~~~~~
+
+The signature elements are conceptually a single concept but the data is encoded
+in three different blocks. The first block is a string table, the second block
+is an index table, and the third block is the elements themselves, which in turn
+are separeated by input, output and patch constant or primitive elements.
+
+Signature elements capture much of the same data captured in the :ref:`SG1
+<ISG1>` parts. The use of an index table allows de-duplciation of data for a more
+compact final representation.
+
+The string table begins with a 32-bit unsigned integer specifying the table
+size. This string table uses the DXContainer format as implemented in LLVM. This
+format prefixes the string table with a null byte so that offset ``0`` is a null
+string, and pads to 32-byte alignment.
+
+The index table begins with a 32-bit unsigned integer specifying the size of the
+table, and is followed by that many 32-bit unsigned integers representing the
+table. The index table may or may not deduplicate repeated sequences (both DXC
+and Clang do). The indices signify the indices in the flattened aggregate
+representation which the signature element describes. A single semantic may have
+more than one entry in this table to denote the different attributes of its
+members.
+
+For example given the following code:
+
+.. code-block:: c
+
+  struct VSOut_1
+  {
+      float4 f3 : VOUT2;
+      float3 f4 : VOUT3;
+  };
+
+
+  struct VSOut
+  {
+      float4 f1 : VOUT0;
+      float2 f2[4] : VOUT1;
+      VSOut_1 s;
+      int4 f5 : VOUT4;
+  };
+
+  void main(out VSOut o1 : A) {
+  }
+
+The semantic ``A`` gets expanded into 5 output signature elements. Those
+elements are:
+
+.. note::
+
+  In the example below, it is a coincidence that the rows match the indices, in
+  more complicated examples with multiple semantics this is not the case.
+
+#. Index 0 starts at row 0, contains 4 columns, and is float32. This represents
+   to ``f1`` in the source.
+#. Index 1, 2, 3, and 4 starts at row 1, contains two columns and is float32.
+   This represents ``f2``, and it spreads across rows 1 - 4.
+#. Index 5 starts at row 5, contains 4 columns, and is float32. This represents
+   ``f3`` in the source.
+#. Index 6 starts at row 6, contains 3 columns, and is float32. This represents
+   ``f4``.
+#. Index 7 starts at row 7, contains 4 columns, and is signed 32-bit integer.
+   This represents ``f5`` in the source.
+
+The LLVM ``obj2yaml`` tool can parse this data out of the PSV and present it in
+human readable YAML. For the example above it produces the output:
+
+.. code-block:: YAML
+
+  SigOutputElements:
+    - Name:            A
+      Indices:         [ 0 ]
+      StartRow:        0
+      Cols:            4
+      StartCol:        0
+      Allocated:       true
+      Kind:            Arbitrary
+      ComponentType:   Float32
+      Interpolation:   Linear
+      DynamicMask:     0x0
+      Stream:          0
+    - Name:            A
+      Indices:         [ 1, 2, 3, 4 ]
+      StartRow:        1
+      Cols:            2
+      StartCol:        0
+      Allocated:       true
+      Kind:            Arbitrary
+      ComponentType:   Float32
+      Interpolation:   Linear
+      DynamicMask:     0x0
+      Stream:          0
+    - Name:            A
+      Indices:         [ 5 ]
+      StartRow:        5
+      Cols:            4
+      StartCol:        0
+      Allocated:       true
+      Kind:            Arbitrary
+      ComponentType:   Float32
+      Interpolation:   Linear
+      DynamicMask:     0x0
+      Stream:          0
+    - Name:            A
+      Indices:         [ 6 ]
+      StartRow:        6
+      Cols:            3
+      StartCol:        0
+      Allocated:       true
+      Kind:            Arbitrary
+      ComponentType:   Float32
+      Interpolation:   Linear
+      DynamicMask:     0x0
+      Stream:          0
+    - Name:            A
+      Indices:         [ 7 ]
+      StartRow:        7
+      Cols:            4
+      StartCol:        0
+      Allocated:       true
+      Kind:            Arbitrary
+      ComponentType:   SInt32
+      Interpolation:   Constant
+      DynamicMask:     0x0
+      Stream:          0
+
+The number of signature elements of each type is encoded in the
+``llvm::dxbc::PSV::v1::RuntimeInfo`` structure. If any of the element count
+values are non-zero, the size of the ``ProgramSignatureElement`` structure is
+encoded next to allow versioning of that structure. Today there is only one
+version. Following the size field is the specified number of signature elements
+in the order input, output, then patch constant or primitive.
+
+Following the signature elements is a sequence of mask vectors encoded as a
+series of 32-bit integers. Each 32-bit integer in the mask encodes values for 8
+input/output/patch or primitive elements. The mask vector is filled from least
+significant bit to most significant bit with each added element shifting the
+previous elements left. A reader needs to consult the total number of vectors
+encoded in the ``RuntimeInfo`` structure to know how to read the mask vector.
+
+If the shader has ``UsesViewID`` enabled in the ``RuntimeInfo`` an output mask
+vector will be included. The output mask vector is four arrays of 32-bit
+unsigned integers. Each of the four arrays corresponds to an output stream.
+Geometry shaders have a maximum of four output streams, all other shader stages
+only support one output stream. Each bit in the mask vector identifies one
+column of an output from the output signature depends on the ViewID.
+
+If the shader has ``UsesViewID`` enabled, it is a hull shader, and it has patch
+constant or primitive vector elements, a patch constant or primitive vector mask
+will be included. It is identical in structure to the output mask vector. Each
+bit in the mask vector identifies one column of a patch constant output which
+depends on the ViewID.
+
+The next series of mask vectors are similar in structure to the output mask
+vector, but they contain an extra dimension.
+
+The output/input map is encoded next if the shader has inputs and outputs. The
+output/input mask encodes which outputs are impacted by each column of each
+input. The size for each mask vector is the size of the output max vector * the
+number of inputs * 4 (for each component). Each bit in the mask vector
+identifies one column of an output and a column of an input. A value of 1 means
+the output is impacted by the input.
+
+If the shader is a hull shader, and it has inputs and patch outputs, an input to
----------------
damyanp wrote:

Is there such a thing as a hull shader without inputs or outputs? Similar question for DS.

https://github.com/llvm/llvm-project/pull/90908


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