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///////////////////////////////////////////////////////////////////////////////
// //
// DxilModule.h //
// Copyright (C) Microsoft Corporation. All rights reserved. //
// This file is distributed under the University of Illinois Open Source //
// License. See LICENSE.TXT for details. //
// //
// The main class to work with DXIL, similar to LLVM module. //
// //
///////////////////////////////////////////////////////////////////////////////
#pragma once
#include "dxc/HLSL/DxilMetadataHelper.h"
#include "dxc/HLSL/DxilCBuffer.h"
#include "dxc/HLSL/DxilResource.h"
#include "dxc/HLSL/DxilSampler.h"
#include "dxc/HLSL/DxilSignature.h"
#include "dxc/HLSL/DxilConstants.h"
#include "dxc/HLSL/DxilTypeSystem.h"
#include "dxc/HLSL/ComputeViewIdState.h"
#include <memory>
#include <string>
#include <vector>
#include <unordered_map>
namespace llvm {
class LLVMContext;
class Module;
class Function;
class Instruction;
class MDTuple;
class MDOperand;
class DebugInfoFinder;
};
namespace hlsl {
class ShaderModel;
class OP;
class RootSignatureHandle;
struct DxilFunctionProps;
/// Use this class to manipulate DXIL of a shader.
class DxilModule {
public:
DxilModule(llvm::Module *pModule);
~DxilModule();
// Subsystems.
llvm::LLVMContext &GetCtx() const;
llvm::Module *GetModule() const;
OP *GetOP() const;
void SetShaderModel(const ShaderModel *pSM);
const ShaderModel *GetShaderModel() const;
void GetDxilVersion(unsigned &DxilMajor, unsigned &DxilMinor) const;
void SetValidatorVersion(unsigned ValMajor, unsigned ValMinor);
bool UpgradeValidatorVersion(unsigned ValMajor, unsigned ValMinor);
void GetValidatorVersion(unsigned &ValMajor, unsigned &ValMinor) const;
// Return true on success, requires valid shader model and CollectShaderFlags to have been set
bool GetMinValidatorVersion(unsigned &ValMajor, unsigned &ValMinor) const;
// Update validator version to minimum if higher than current (ex: after CollectShaderFlags)
bool UpgradeToMinValidatorVersion();
// Entry functions.
llvm::Function *GetEntryFunction();
const llvm::Function *GetEntryFunction() const;
void SetEntryFunction(llvm::Function *pEntryFunc);
const std::string &GetEntryFunctionName() const;
void SetEntryFunctionName(const std::string &name);
llvm::Function *GetPatchConstantFunction();
const llvm::Function *GetPatchConstantFunction() const;
void SetPatchConstantFunction(llvm::Function *pFunc);
// Flags.
unsigned GetGlobalFlags() const;
// TODO: move out of DxilModule as a util.
void CollectShaderFlags();
// Resources.
unsigned AddCBuffer(std::unique_ptr<DxilCBuffer> pCB);
DxilCBuffer &GetCBuffer(unsigned idx);
const DxilCBuffer &GetCBuffer(unsigned idx) const;
const std::vector<std::unique_ptr<DxilCBuffer> > &GetCBuffers() const;
unsigned AddSampler(std::unique_ptr<DxilSampler> pSampler);
DxilSampler &GetSampler(unsigned idx);
const DxilSampler &GetSampler(unsigned idx) const;
const std::vector<std::unique_ptr<DxilSampler> > &GetSamplers() const;
unsigned AddSRV(std::unique_ptr<DxilResource> pSRV);
DxilResource &GetSRV(unsigned idx);
const DxilResource &GetSRV(unsigned idx) const;
const std::vector<std::unique_ptr<DxilResource> > &GetSRVs() const;
unsigned AddUAV(std::unique_ptr<DxilResource> pUAV);
DxilResource &GetUAV(unsigned idx);
const DxilResource &GetUAV(unsigned idx) const;
const std::vector<std::unique_ptr<DxilResource> > &GetUAVs() const;
void CreateResourceLinkInfo();
struct ResourceLinkInfo;
const ResourceLinkInfo &GetResourceLinkInfo(DXIL::ResourceClass resClass,
unsigned rangeID) const;
void LoadDxilResourceBaseFromMDNode(llvm::MDNode *MD, DxilResourceBase &R);
void LoadDxilResourceFromMDNode(llvm::MDNode *MD, DxilResource &R);
void LoadDxilSamplerFromMDNode(llvm::MDNode *MD, DxilSampler &S);
void RemoveUnusedResources();
void RemoveFunction(llvm::Function *F);
// Signatures.
DxilSignature &GetInputSignature();
const DxilSignature &GetInputSignature() const;
DxilSignature &GetOutputSignature();
const DxilSignature &GetOutputSignature() const;
DxilSignature &GetPatchConstantSignature();
const DxilSignature &GetPatchConstantSignature() const;
const RootSignatureHandle &GetRootSignature() const;
bool HasDxilEntrySignature(llvm::Function *F) const;
DxilEntrySignature &GetDxilEntrySignature(llvm::Function *F);
// Move DxilEntrySignature of F to NewF.
void ReplaceDxilEntrySignature(llvm::Function *F, llvm::Function *NewF);
// DxilFunctionProps.
bool HasDxilFunctionProps(llvm::Function *F) const;
DxilFunctionProps &GetDxilFunctionProps(llvm::Function *F);
// Move DxilFunctionProps of F to NewF.
void ReplaceDxilFunctionProps(llvm::Function *F, llvm::Function *NewF);
// Remove Root Signature from module metadata
void StripRootSignatureFromMetadata();
// Update validator version metadata to current setting
void UpdateValidatorVersionMetadata();
// DXIL type system.
DxilTypeSystem &GetTypeSystem();
/// Emit llvm.used array to make sure that optimizations do not remove unreferenced globals.
void EmitLLVMUsed();
std::vector<llvm::GlobalVariable* > &GetLLVMUsed();
// ViewId state.
DxilViewIdState &GetViewIdState();
const DxilViewIdState &GetViewIdState() const;
// DXIL metadata manipulation.
/// Clear all DXIL data that exists in in-memory form.
static void ClearDxilMetadata(llvm::Module &M);
/// Serialize DXIL in-memory form to metadata form.
void EmitDxilMetadata();
/// Update resource metadata.
void ReEmitDxilResources();
/// Deserialize DXIL metadata form into in-memory form.
void LoadDxilMetadata();
/// Check if a Named meta data node is known by dxil module.
static bool IsKnownNamedMetaData(llvm::NamedMDNode &Node);
// Reset functions used to transfer ownership.
void ResetEntrySignature(DxilEntrySignature *pValue);
void ResetRootSignature(RootSignatureHandle *pValue);
void ResetTypeSystem(DxilTypeSystem *pValue);
void ResetOP(hlsl::OP *hlslOP);
void ResetFunctionPropsMap(
std::unordered_map<llvm::Function *, std::unique_ptr<DxilFunctionProps>>
&&propsMap);
void ResetEntrySignatureMap(
std::unordered_map<llvm::Function *, std::unique_ptr<DxilEntrySignature>>
&&SigMap);
void StripDebugRelatedCode();
llvm::DebugInfoFinder &GetOrCreateDebugInfoFinder();
static DxilModule *TryGetDxilModule(llvm::Module *pModule);
// Helpers for working with precise.
// Return true if the instruction should be considered precise.
//
// An instruction can be marked precise in the following ways:
//
// 1. Global refactoring is disabled.
// 2. The instruction has a precise metadata annotation.
// 3. The instruction has precise fast math flags set.
//
bool IsPrecise(const llvm::Instruction *inst) const;
// Check if the instruction has fast math flags configured to indicate
// the instruction is precise.
static bool HasPreciseFastMathFlags(const llvm::Instruction *inst);
// Set fast math flags configured to indicate the instruction is precise.
static void SetPreciseFastMathFlags(llvm::Instruction *inst);
// True if fast math flags are preserved across serialize/deserialize.
static bool PreservesFastMathFlags(const llvm::Instruction *inst);
public:
// Shader properties.
class ShaderFlags {
public:
ShaderFlags();
unsigned GetGlobalFlags() const;
void SetDisableOptimizations(bool flag) { m_bDisableOptimizations = flag; }
bool GetDisableOptimizations() const { return m_bDisableOptimizations; }
void SetDisableMathRefactoring(bool flag) { m_bDisableMathRefactoring = flag; }
bool GetDisableMathRefactoring() const { return m_bDisableMathRefactoring; }
void SetEnableDoublePrecision(bool flag) { m_bEnableDoublePrecision = flag; }
bool GetEnableDoublePrecision() const { return m_bEnableDoublePrecision; }
void SetForceEarlyDepthStencil(bool flag) { m_bForceEarlyDepthStencil = flag; }
bool GetForceEarlyDepthStencil() const { return m_bForceEarlyDepthStencil; }
void SetEnableRawAndStructuredBuffers(bool flag) { m_bEnableRawAndStructuredBuffers = flag; }
bool GetEnableRawAndStructuredBuffers() const { return m_bEnableRawAndStructuredBuffers; }
void SetLowPrecisionPresent(bool flag) { m_bLowPrecisionPresent = flag; }
bool GetLowPrecisionPresent() const { return m_bLowPrecisionPresent; }
void SetEnableDoubleExtensions(bool flag) { m_bEnableDoubleExtensions = flag; }
bool GetEnableDoubleExtensions() const { return m_bEnableDoubleExtensions; }
void SetEnableMSAD(bool flag) { m_bEnableMSAD = flag; }
bool GetEnableMSAD() const { return m_bEnableMSAD; }
void SetAllResourcesBound(bool flag) { m_bAllResourcesBound = flag; }
bool GetAllResourcesBound() const { return m_bAllResourcesBound; }
uint64_t GetFeatureInfo() const;
void SetCSRawAndStructuredViaShader4X(bool flag) { m_bCSRawAndStructuredViaShader4X = flag; }
bool GetCSRawAndStructuredViaShader4X() const { return m_bCSRawAndStructuredViaShader4X; }
void SetROVs(bool flag) { m_bROVS = flag; }
bool GetROVs() const { return m_bROVS; }
void SetWaveOps(bool flag) { m_bWaveOps = flag; }
bool GetWaveOps() const { return m_bWaveOps; }
void SetInt64Ops(bool flag) { m_bInt64Ops = flag; }
bool GetInt64Ops() const { return m_bInt64Ops; }
void SetTiledResources(bool flag) { m_bTiledResources = flag; }
bool GetTiledResources() const { return m_bTiledResources; }
void SetStencilRef(bool flag) { m_bStencilRef = flag; }
bool GetStencilRef() const { return m_bStencilRef; }
void SetInnerCoverage(bool flag) { m_bInnerCoverage = flag; }
bool GetInnerCoverage() const { return m_bInnerCoverage; }
void SetViewportAndRTArrayIndex(bool flag) { m_bViewportAndRTArrayIndex = flag; }
bool GetViewportAndRTArrayIndex() const { return m_bViewportAndRTArrayIndex; }
void SetUAVLoadAdditionalFormats(bool flag) { m_bUAVLoadAdditionalFormats = flag; }
bool GetUAVLoadAdditionalFormats() const { return m_bUAVLoadAdditionalFormats; }
void SetLevel9ComparisonFiltering(bool flag) { m_bLevel9ComparisonFiltering = flag; }
bool GetLevel9ComparisonFiltering() const { return m_bLevel9ComparisonFiltering; }
void Set64UAVs(bool flag) { m_b64UAVs = flag; }
bool Get64UAVs() const { return m_b64UAVs; }
void SetUAVsAtEveryStage(bool flag) { m_UAVsAtEveryStage = flag; }
bool GetUAVsAtEveryStage() const { return m_UAVsAtEveryStage; }
void SetViewID(bool flag) { m_bViewID = flag; }
bool GetViewID() const { return m_bViewID; }
void SetBarycentrics(bool flag) { m_bBarycentrics = flag; }
bool GetBarycentrics() const { return m_bBarycentrics; }
void SetUseNativeLowPrecision(bool flag) { m_bUseNativeLowPrecision = flag; }
bool GetUseNativeLowPrecision() const { return m_bUseNativeLowPrecision; }
static uint64_t GetShaderFlagsRawForCollection(); // some flags are collected (eg use 64-bit), some provided (eg allow refactoring)
uint64_t GetShaderFlagsRaw() const;
void SetShaderFlagsRaw(uint64_t data);
private:
unsigned m_bDisableOptimizations :1; // D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION
unsigned m_bDisableMathRefactoring :1; //~D3D10_SB_GLOBAL_FLAG_REFACTORING_ALLOWED
unsigned m_bEnableDoublePrecision :1; // D3D11_SB_GLOBAL_FLAG_ENABLE_DOUBLE_PRECISION_FLOAT_OPS
unsigned m_bForceEarlyDepthStencil :1; // D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL
unsigned m_bEnableRawAndStructuredBuffers :1; // D3D11_SB_GLOBAL_FLAG_ENABLE_RAW_AND_STRUCTURED_BUFFERS
unsigned m_bLowPrecisionPresent :1; // D3D11_1_SB_GLOBAL_FLAG_ENABLE_MINIMUM_PRECISION
unsigned m_bEnableDoubleExtensions :1; // D3D11_1_SB_GLOBAL_FLAG_ENABLE_DOUBLE_EXTENSIONS
unsigned m_bEnableMSAD :1; // D3D11_1_SB_GLOBAL_FLAG_ENABLE_SHADER_EXTENSIONS
unsigned m_bAllResourcesBound :1; // D3D12_SB_GLOBAL_FLAG_ALL_RESOURCES_BOUND
unsigned m_bViewportAndRTArrayIndex :1; // SHADER_FEATURE_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER
unsigned m_bInnerCoverage :1; // SHADER_FEATURE_INNER_COVERAGE
unsigned m_bStencilRef :1; // SHADER_FEATURE_STENCIL_REF
unsigned m_bTiledResources :1; // SHADER_FEATURE_TILED_RESOURCES
unsigned m_bUAVLoadAdditionalFormats :1; // SHADER_FEATURE_TYPED_UAV_LOAD_ADDITIONAL_FORMATS
unsigned m_bLevel9ComparisonFiltering :1; // SHADER_FEATURE_LEVEL_9_COMPARISON_FILTERING
// SHADER_FEATURE_11_1_SHADER_EXTENSIONS shared with EnableMSAD
unsigned m_b64UAVs :1; // SHADER_FEATURE_64_UAVS
unsigned m_UAVsAtEveryStage :1; // SHADER_FEATURE_UAVS_AT_EVERY_STAGE
unsigned m_bCSRawAndStructuredViaShader4X : 1; // SHADER_FEATURE_COMPUTE_SHADERS_PLUS_RAW_AND_STRUCTURED_BUFFERS_VIA_SHADER_4_X
// SHADER_FEATURE_COMPUTE_SHADERS_PLUS_RAW_AND_STRUCTURED_BUFFERS_VIA_SHADER_4_X is specifically
// about shader model 4.x.
unsigned m_bROVS :1; // SHADER_FEATURE_ROVS
unsigned m_bWaveOps :1; // SHADER_FEATURE_WAVE_OPS
unsigned m_bInt64Ops :1; // SHADER_FEATURE_INT64_OPS
unsigned m_bViewID : 1; // SHADER_FEATURE_VIEWID
unsigned m_bBarycentrics : 1; // SHADER_FEATURE_BARYCENTRICS
unsigned m_bUseNativeLowPrecision : 1;
unsigned m_align0 : 8; // align to 32 bit.
uint32_t m_align1; // align to 64 bit.
};
ShaderFlags m_ShaderFlags;
void CollectShaderFlags(ShaderFlags &Flags);
// Check if DxilModule contains multi component UAV Loads.
// This funciton must be called after unused resources are removed from DxilModule
bool ModuleHasMulticomponentUAVLoads();
// Compute shader.
unsigned m_NumThreads[3];
// Geometry shader.
DXIL::InputPrimitive GetInputPrimitive() const;
void SetInputPrimitive(DXIL::InputPrimitive IP);
unsigned GetMaxVertexCount() const;
void SetMaxVertexCount(unsigned Count);
DXIL::PrimitiveTopology GetStreamPrimitiveTopology() const;
void SetStreamPrimitiveTopology(DXIL::PrimitiveTopology Topology);
bool HasMultipleOutputStreams() const;
unsigned GetOutputStream() const;
unsigned GetGSInstanceCount() const;
void SetGSInstanceCount(unsigned Count);
bool IsStreamActive(unsigned Stream) const;
void SetStreamActive(unsigned Stream, bool bActive);
void SetActiveStreamMask(unsigned Mask);
unsigned GetActiveStreamMask() const;
// Hull and Domain shaders.
unsigned GetInputControlPointCount() const;
void SetInputControlPointCount(unsigned NumICPs);
DXIL::TessellatorDomain GetTessellatorDomain() const;
void SetTessellatorDomain(DXIL::TessellatorDomain TessDomain);
// Hull shader.
unsigned GetOutputControlPointCount() const;
void SetOutputControlPointCount(unsigned NumOCPs);
DXIL::TessellatorPartitioning GetTessellatorPartitioning() const;
void SetTessellatorPartitioning(DXIL::TessellatorPartitioning TessPartitioning);
DXIL::TessellatorOutputPrimitive GetTessellatorOutputPrimitive() const;
void SetTessellatorOutputPrimitive(DXIL::TessellatorOutputPrimitive TessOutputPrimitive);
float GetMaxTessellationFactor() const;
void SetMaxTessellationFactor(float MaxTessellationFactor);
void SetShaderProperties(DxilFunctionProps *props);
// Shader resource information only needed before linking.
// Use constant as rangeID for resource in a library.
// When link the library, replace these constants with real rangeID.
struct ResourceLinkInfo {
llvm::Constant *ResRangeID;
};
private:
// Signatures.
std::unique_ptr<DxilEntrySignature> m_EntrySignature;
std::unique_ptr<RootSignatureHandle> m_RootSignature;
// Shader resources.
std::vector<std::unique_ptr<DxilResource> > m_SRVs;
std::vector<std::unique_ptr<DxilResource> > m_UAVs;
std::vector<std::unique_ptr<DxilCBuffer> > m_CBuffers;
std::vector<std::unique_ptr<DxilSampler> > m_Samplers;
// Save resource link for library, when link replace it with real resource ID.
std::vector<ResourceLinkInfo> m_SRVsLinkInfo;
std::vector<ResourceLinkInfo> m_UAVsLinkInfo;
std::vector<ResourceLinkInfo> m_CBuffersLinkInfo;
std::vector<ResourceLinkInfo> m_SamplersLinkInfo;
// Geometry shader.
DXIL::InputPrimitive m_InputPrimitive;
unsigned m_MaxVertexCount;
DXIL::PrimitiveTopology m_StreamPrimitiveTopology;
unsigned m_ActiveStreamMask;
unsigned m_NumGSInstances;
// Hull and Domain shaders.
unsigned m_InputControlPointCount;
DXIL::TessellatorDomain m_TessellatorDomain;
// Hull shader.
unsigned m_OutputControlPointCount;
DXIL::TessellatorPartitioning m_TessellatorPartitioning;
DXIL::TessellatorOutputPrimitive m_TessellatorOutputPrimitive;
float m_MaxTessellationFactor;
private:
llvm::LLVMContext &m_Ctx;
llvm::Module *m_pModule;
llvm::Function *m_pEntryFunc;
llvm::Function *m_pPatchConstantFunc;
std::string m_EntryName;
std::unique_ptr<DxilMDHelper> m_pMDHelper;
std::unique_ptr<llvm::DebugInfoFinder> m_pDebugInfoFinder;
const ShaderModel *m_pSM;
unsigned m_DxilMajor;
unsigned m_DxilMinor;
unsigned m_ValMajor;
unsigned m_ValMinor;
std::unique_ptr<OP> m_pOP;
size_t m_pUnused;
// LLVM used.
std::vector<llvm::GlobalVariable*> m_LLVMUsed;
// Type annotations.
std::unique_ptr<DxilTypeSystem> m_pTypeSystem;
// Function properties for shader functions.
std::unordered_map<llvm::Function *, std::unique_ptr<DxilFunctionProps>>
m_DxilFunctionPropsMap;
// EntrySig for shader functions.
std::unordered_map<llvm::Function *, std::unique_ptr<DxilEntrySignature>>
m_DxilEntrySignatureMap;
// ViewId state.
std::unique_ptr<DxilViewIdState> m_pViewIdState;
// DXIL metadata serialization/deserialization.
llvm::MDTuple *EmitDxilResources();
void LoadDxilResources(const llvm::MDOperand &MDO);
void EmitDxilResourcesLinkInfo();
void LoadDxilResourcesLinkInfo();
llvm::MDTuple *EmitDxilShaderProperties();
void LoadDxilShaderProperties(const llvm::MDOperand &MDO);
// Helpers.
template<typename T> unsigned AddResource(std::vector<std::unique_ptr<T> > &Vec, std::unique_ptr<T> pRes);
void LoadDxilSignature(const llvm::MDTuple *pSigTuple, DxilSignature &Sig, bool bInput);
};
} // namespace hlsl