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[DirectX] Documenting Root Signature Binary representation #131011
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Original file line number | Diff line number | Diff line change | ||||||||||||
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@@ -111,7 +111,7 @@ FXC are marked with \*. | |||||||||||||
#. `PSV0`_ - Stores Pipeline State Validation data. | ||||||||||||||
#. RDAT† - Stores Runtime Data. | ||||||||||||||
#. RDEF\* - Stores resource definitions. | ||||||||||||||
#. RTS0 - Stores compiled root signature. | ||||||||||||||
#. `RTS0`_ - Stores compiled root signature. | ||||||||||||||
#. `SFI0`_ - Stores shader feature flags. | ||||||||||||||
#. SHDR\* - Stores compiled DXBC bytecode. | ||||||||||||||
#. SHEX\* - Stores compiled DXBC bytecode. | ||||||||||||||
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@@ -393,6 +393,187 @@ bit in the mask vector identifies one column of a patch constant input and a | |||||||||||||
column of an output. A value of 1 means the output is impacted by the primitive | ||||||||||||||
input. | ||||||||||||||
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Root Signature (RTS0) Part | ||||||||||||||
-------------------------- | ||||||||||||||
.. _RTS0: | ||||||||||||||
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The Root Signature data defines the shader's resource interface with Direct3D | ||||||||||||||
12, specifying what resources the shader needs to access and how they're | ||||||||||||||
organized and bound to the pipeline. | ||||||||||||||
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The RTS0 part comprises three data structures: ``RootSignatureHeader``, | ||||||||||||||
``RootParameters`` and ``StaticSamplers``. The details of each will be described | ||||||||||||||
in the following sections. All ``RootParameters`` will be serialized following | ||||||||||||||
the order they were defined in the metadata representation. | ||||||||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I am not sure if this is applicable here, but there are limits to the size of the root signatureI, specified here. Not sure if that implies that there are limits to the size of this binary format? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That can be a future validation, since this is a limitation dx12 runtime. But currently, this is not something DXC checks when serializing root signatures. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Does the validator (dxv) catch root signatures that are over the limit? In any case, we should make sure we have an issue to add validation that we're not allowing root signatures that go over this limit. |
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The table below summarizes the data being serialized as well as it's size. The | ||||||||||||||
details of it part will be discussed in further details on the next sections | ||||||||||||||
of this document. | ||||||||||||||
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======================== =========================================== ============================= | ||||||||||||||
Part Name Size In Bytes Maximum number of Instances | ||||||||||||||
======================== =========================================== ============================= | ||||||||||||||
Root Signature Header 24 1 | ||||||||||||||
Root Parameter Headers 12 Many | ||||||||||||||
Root Parameter ================================ === Many | ||||||||||||||
Root Constants 12 | ||||||||||||||
Root Descriptor Version 1.0 8 | ||||||||||||||
Root Descriptor Version 1.1 12 | ||||||||||||||
Descriptors Tables Version 1.0 20 | ||||||||||||||
Descriptors Tables Version 1.1 24 | ||||||||||||||
================================ === | ||||||||||||||
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Static Samplers 52 Many | ||||||||||||||
======================== =========================================== ============================= | ||||||||||||||
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Root Signature Header | ||||||||||||||
~~~~~~~~~~~~~~~~~~~~~ | ||||||||||||||
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The root signature header is 24 bytes long, consisting of six 32 bit values | ||||||||||||||
representing the version, number and offset of parameters, number and offset | ||||||||||||||
of static samplers, and a flags field for global behaviours: | ||||||||||||||
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.. code-block:: c | ||||||||||||||
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struct RootSignatureHeader { | ||||||||||||||
uint32_t Version; | ||||||||||||||
uint32_t NumParameters; | ||||||||||||||
uint32_t ParametersOffset; | ||||||||||||||
uint32_t NumStaticSamplers; | ||||||||||||||
uint32_t StaticSamplerOffset; | ||||||||||||||
uint32_t Flags; | ||||||||||||||
} | ||||||||||||||
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Root Parameters | ||||||||||||||
~~~~~~~~~~~~~~~ | ||||||||||||||
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Root parameters define how resources are bound to the shader pipeline, each | ||||||||||||||
type having different size and fields. | ||||||||||||||
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The slot of root parameters is preceded by a variable size section containing | ||||||||||||||
the header information for such parameters. Such structure is 12 bytes long, | ||||||||||||||
composed of three 32 bit values, representing the parameter type, a flag | ||||||||||||||
encoding the pipeline stages where the data is visible, and an offset | ||||||||||||||
calculated from the start of RTS0 section. | ||||||||||||||
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.. code-block:: c | ||||||||||||||
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struct RootParameterHeader { | ||||||||||||||
uint32_t ParameterType; | ||||||||||||||
uint32_t ShaderVisibility; | ||||||||||||||
uint32_t ParameterOffset; | ||||||||||||||
}; | ||||||||||||||
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After the header information has been serialized, the actual data for each of the | ||||||||||||||
root parameters is layout in a single continous blob. The parameters can be fetch | ||||||||||||||
from such using the offset information, present in the header. | ||||||||||||||
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The following sections will describe each of the root parameters types and their | ||||||||||||||
encodings. | ||||||||||||||
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Root Constants | ||||||||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If you deem worthwhile, we could add the parameter type enum value. Something like:
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'''''''''''''' | ||||||||||||||
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The root constants are inline 32-bit values that show up in the shader | ||||||||||||||
as a constant buffer. It is a 12 bytes long structure, two 32 bit values | ||||||||||||||
encoding the register and space the constant is assigned to, and | ||||||||||||||
the last 32 bits encode the number of constants being defined in the buffer. | ||||||||||||||
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.. code-block:: c | ||||||||||||||
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struct RootConstants { | ||||||||||||||
uint32_t Register; | ||||||||||||||
uint32_t Space; | ||||||||||||||
uint32_t NumOfConstants; | ||||||||||||||
}; | ||||||||||||||
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Root Descriptor | ||||||||||||||
''''''''''''''' | ||||||||||||||
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Root descriptors provide direct GPU memory addresses to resources. | ||||||||||||||
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In version 1.0, the root descriptor is 8 bytes. It encodes the register and | ||||||||||||||
space as 2 32-bit values. | ||||||||||||||
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In version 1.1, the root descriptor is 12 bytes. It matches the 1.0 descriptor | ||||||||||||||
but adds a 32-bit access flag. | ||||||||||||||
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.. code-block:: c | ||||||||||||||
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struct RootDescriptor_V1_0 { | ||||||||||||||
uint32_t ShaderRegister; | ||||||||||||||
uint32_t RegisterSpace; | ||||||||||||||
}; | ||||||||||||||
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struct RootDescriptor_V1_1 { | ||||||||||||||
uint32_t ShaderRegister; | ||||||||||||||
uint32_t RegisterSpace; | ||||||||||||||
uint32_t Flags; | ||||||||||||||
}; | ||||||||||||||
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Root Descriptor Table | ||||||||||||||
''''''''''''''''''''' | ||||||||||||||
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Descriptor tables let shaders access multiple resources through a single pointer | ||||||||||||||
to a descriptor heap. | ||||||||||||||
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The tables are made of a collection of descriptor ranges. In Version 1.0, the | ||||||||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Suggested change
nit: imo array is less vague and implies they are contiguous There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I agree with @bogner, that using |
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descriptor range is 20 bytes, containing five 32 bit values. It encodes a range | ||||||||||||||
of registers, including the register type, range length, register numbers and | ||||||||||||||
space within range and the offset locating each range inside the table. | ||||||||||||||
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In version 1.1, the descriptor range is 24 bytes. It matches the 1.0 descriptor | ||||||||||||||
but adds a 32-bit access flag. | ||||||||||||||
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.. code-block:: c | ||||||||||||||
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struct DescriptorRange_V1_0 { | ||||||||||||||
uint32_t RangeType; | ||||||||||||||
uint32_t NumDescriptors; | ||||||||||||||
uint32_t BaseShaderRegister; | ||||||||||||||
uint32_t RegisterSpace; | ||||||||||||||
uint32_t OffsetInDescriptorsFromTableStart; | ||||||||||||||
}; | ||||||||||||||
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struct DescriptorRange_V1_1 { | ||||||||||||||
dxbc::DescriptorRangeType RangeType; | ||||||||||||||
uint32_t NumDescriptors; | ||||||||||||||
uint32_t BaseShaderRegister; | ||||||||||||||
uint32_t RegisterSpace; | ||||||||||||||
uint32_t OffsetInDescriptorsFromTableStart; | ||||||||||||||
uint32_t Flags; | ||||||||||||||
}; | ||||||||||||||
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Static Samplers | ||||||||||||||
~~~~~~~~~~~~~~~ | ||||||||||||||
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Static samplers are predefined filtering settings built into the root signature, | ||||||||||||||
avoiding descriptor heap lookups. | ||||||||||||||
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This section also has a variable size, since it can contain multiple static | ||||||||||||||
samplers definitions. However, the definition is a fixed sized struct, | ||||||||||||||
containing 13 32-byte fields of various enum, float, and integer values. | ||||||||||||||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Oh, I see what you were saying here now.
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.. code-block:: c | ||||||||||||||
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struct StaticSamplerDesc { | ||||||||||||||
FilterMode Filter; | ||||||||||||||
TextureAddressMode AddressU; | ||||||||||||||
TextureAddressMode AddressV; | ||||||||||||||
TextureAddressMode AddressW; | ||||||||||||||
float MipLODBias; | ||||||||||||||
uint32_t MaxAnisotropy; | ||||||||||||||
ComparisonFunc ComparisonFunc; | ||||||||||||||
StaticBorderColor BorderColor; | ||||||||||||||
float MinLOD; | ||||||||||||||
float MaxLOD; | ||||||||||||||
uint32_t ShaderRegister; | ||||||||||||||
uint32_t RegisterSpace; | ||||||||||||||
ShaderVisibility ShaderVisibility; | ||||||||||||||
}; | ||||||||||||||
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SFI0 Part | ||||||||||||||
--------- | ||||||||||||||
.. _SFI0: | ||||||||||||||
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It's odd that the order here doesn't match the order of the sections later. Probably makes sense to insert the new content right before the SFI0 section rather than right after.