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use crate::compile::{CommonOptions, CompiledArtifact};
use crate::targets::Hlsl;
use crate::{error, Compiler};
use bitflags::bitflags;
use spirv_cross_sys::HlslResourceBindingMapping;
use spirv_cross_sys::{HlslResourceBinding, SpvBuiltIn, SpvExecutionModel};
/// Specifies an HLSL root constant layout.
pub use spirv_cross_sys::HlslRootConstants as RootConstants;
use crate::error::ToContextError;
use crate::handle::{Handle, VariableId};
use crate::sealed::Sealed;
use crate::string::CompilerStr;
use crate::ContextRooted;
use spirv_cross_sys as sys;
use spirv_cross_sys::{HlslBindingFlagBits, HlslBindingFlags, HlslVertexAttributeRemap};
bitflags! {
/// Controls how resource bindings are declared in the output HLSL.
///
/// For finer control, decorations may be removed from specific resources instead.
pub struct BindingFlags: u32 {
/// No auto binding of resources.
const AUTO_NONE = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_NONE_BIT.0 as u32;
/// Push constant (root constant) resources will be declared as CBVs (b-space) without a `register()` declaration.
///
/// A register will be automatically assigned by the D3D compiler, but must therefore be reflected in D3D-land.
/// Push constants do not normally have a `DecorationBinding` set, but if they do, this can be used to ignore it.
const AUTO_PUSH_CONSTANT = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_PUSH_CONSTANT_BIT.0 as u32;
/// cbuffer resources will be declared as CBVs (b-space) without a `register()` declaration.
///
/// A register will be automatically assigned, but must be reflected in D3D-land.
const AUTO_CBV = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_CBV_BIT.0 as u32;
/// All SRVs (t-space) will be declared without a `register()` declaration.
const AUTO_SRV = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_SRV_BIT.0 as u32;
/// All UAVs (u-space) will be declared without a `register()` declaration.
const AUTO_UAV = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_UAV_BIT.0 as u32;
/// All samplers (s-space) will be declared without a `register()` declaration.
const AUTO_SAMPLER = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_SAMPLER_BIT.0 as u32;
/// No resources will be declared with `register()`.
const AUTO_ALL = HlslBindingFlagBits::SPVC_HLSL_BINDING_AUTO_ALL.0 as u32;
}
}
impl Sealed for CompilerOptions {}
/// HLSL compiler options
#[non_exhaustive]
#[derive(Debug, spirv_cross2_derive::CompilerOptions)]
pub struct CompilerOptions {
/// Compile options common to GLSL, HLSL, and MSL.
#[expand]
pub common: CommonOptions,
/// The HLSL shader model version to output. The default is SM 3.0
#[option(
SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
HlslShaderModel::ShaderModel3_0
)]
pub shader_model: HlslShaderModel,
/// Allows the PointSize builtin in SM 4.0+, and ignores it,
/// as PointSize is not supported in SM 4+.
#[option(SPVC_COMPILER_OPTION_HLSL_POINT_SIZE_COMPAT, false)]
pub point_size_compat: bool,
/// Allows the PointCoord builtin, returns float2(0.5, 0.5),
/// as PointCoord is not supported in HLSL.
#[option(SPVC_COMPILER_OPTION_HLSL_POINT_COORD_COMPAT, false)]
pub point_coord_compat: bool,
/// If true, the backend will assume that VertexIndex and InstanceIndex will need to apply
/// a base offset, and you will need to fill in a cbuffer with offsets.
///
/// Set to false if you know you will never use base instance or base vertex
/// functionality as it might remove an internal cbuffer.
#[option(
SPVC_COMPILER_OPTION_HLSL_SUPPORT_NONZERO_BASE_VERTEX_BASE_INSTANCE,
false
)]
pub support_nonzero_base_vertex_base_instance: bool,
/// Forces a storage buffer to always be declared as UAV, even if the readonly decoration is used.
/// By default, a readonly storage buffer will be declared as ByteAddressBuffer (SRV) instead.
#[option(SPVC_COMPILER_OPTION_HLSL_FORCE_STORAGE_BUFFER_AS_UAV, false)]
pub force_storage_buffer_as_uav: bool,
/// Forces any storage image type marked as NonWritable to be considered an SRV instead.
/// For this to work with function call parameters, NonWritable must be considered to be part of the type system
/// so that NonWritable image arguments are also translated to Texture rather than RWTexture.
#[option(SPVC_COMPILER_OPTION_HLSL_NONWRITABLE_UAV_TEXTURE_AS_SRV, false)]
pub nonwritable_uav_texture_as_srv: bool,
/// If matrices are used as IO variables, flatten the attribute declaration to use
/// `TEXCOORD{N,N+1,N+2,...}` rather than `TEXCOORDN_{0,1,2,3}`.
/// If `add_vertex_attribute_remap` is used and this feature is used,
/// the semantic name will be queried once per active location.
#[option(SPVC_COMPILER_OPTION_HLSL_FLATTEN_MATRIX_VERTEX_INPUT_SEMANTICS, false)]
pub flatten_matrix_vertex_input_semantics: bool,
/// Enables native 16-bit types. Needs SM 6.2.
/// Uses half/int16_t/uint16_t instead of min16* types.
/// Also adds support for 16-bit load-store from (RW)ByteAddressBuffer.
#[option(SPVC_COMPILER_OPTION_HLSL_ENABLE_16BIT_TYPES, false)]
pub enable_16bit_types: bool,
/// Rather than emitting main() for the entry point, use the name in SPIR-V.
#[option(SPVC_COMPILER_OPTION_HLSL_USE_ENTRY_POINT_NAME, false)]
pub use_entry_point_name: bool,
/// Preserve (RW)StructuredBuffer types if the input source was HLSL.
///
/// This relies on UserTypeGOOGLE to encode the buffer type either as `structuredbuffer or `rwstructuredbuffer
/// whereas the type can be extended with an optional subtype, e.g. `structuredbuffer:int`.
#[option(SPVC_COMPILER_OPTION_HLSL_PRESERVE_STRUCTURED_BUFFERS, false)]
pub preserve_structured_buffers: bool,
}
/// HLSL Shader model.
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
#[non_exhaustive]
#[derive(Default)]
pub enum HlslShaderModel {
/// Shader Model 3.0 (Direct3D 9.0c).
///
/// This is the lowest supported shader model.
#[default]
ShaderModel3_0,
/// Shader Model 4.0 (Direct3D 10.0).
///
/// Level 9.x feature levels are not explicitly supported.
ShaderModel4_0,
/// Shader Model 4.1 (Direct3D 10.1).
ShaderModel4_1,
/// Shader Model 5.0 (Direct3D 11/11.1)
ShaderModel5_0,
/// Shader Model 5.1 (Direct3D 12).
ShaderModel5_1,
/// Shader Model 6.0 (Direct3D 12)
ShaderModel6_0,
/// Shader Model 6.1 (Direct3D 12)
ShaderModel6_1,
/// Shader Model 6.2 (Direct3D 12)
ShaderModel6_2,
/// Shader Model 6.3 (Direct3D 12)
ShaderModel6_3,
/// Shader Model 6.4 (Direct3D 12)
ShaderModel6_4,
/// Shader Model 6.5 (Direct3D 12)
ShaderModel6_5,
/// Shader Model 6.6 (Direct3D 12)
ShaderModel6_6,
/// Shader Model 6.7 (Direct3D 12)
ShaderModel6_7,
/// Shader Model 6.8 (Direct3D 12)
ShaderModel6_8,
}
impl From<HlslShaderModel> for u32 {
fn from(value: HlslShaderModel) -> Self {
match value {
HlslShaderModel::ShaderModel3_0 => 30,
HlslShaderModel::ShaderModel4_0 => 40,
HlslShaderModel::ShaderModel4_1 => 41,
HlslShaderModel::ShaderModel5_0 => 50,
HlslShaderModel::ShaderModel5_1 => 51,
HlslShaderModel::ShaderModel6_0 => 60,
HlslShaderModel::ShaderModel6_1 => 61,
HlslShaderModel::ShaderModel6_2 => 62,
HlslShaderModel::ShaderModel6_3 => 63,
HlslShaderModel::ShaderModel6_4 => 64,
HlslShaderModel::ShaderModel6_5 => 65,
HlslShaderModel::ShaderModel6_6 => 66,
HlslShaderModel::ShaderModel6_7 => 67,
HlslShaderModel::ShaderModel6_8 => 68,
}
}
}
/// Pipeline binding information for a resource.
///
/// Used to map a SPIR-V resource to an HLSL buffer.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum ResourceBinding {
/// A resource with a qualified layout.
///
/// i.e. `layout(set = 0, binding = 1)` in GLSL.
Qualified {
/// The descriptor set of the qualified layout.
set: u32,
/// The binding number of the qualified layout.
binding: u32,
},
/// The push constant buffer.
PushConstantBuffer,
}
impl ResourceBinding {
/// Create a resource binding for a qualified SPIR-V layout
/// specifier.
pub const fn from_qualified(set: u32, binding: u32) -> Self {
Self::Qualified { set, binding }
}
const fn descriptor_set(&self) -> u32 {
const PUSH_CONSTANT_DESCRIPTOR_SET: u32 = !0;
match self {
ResourceBinding::Qualified { set, .. } => *set,
ResourceBinding::PushConstantBuffer => PUSH_CONSTANT_DESCRIPTOR_SET,
}
}
const fn binding(&self) -> u32 {
const PUSH_CONSTANT_BINDING: u32 = 0;
match self {
ResourceBinding::Qualified { binding, .. } => *binding,
ResourceBinding::PushConstantBuffer => PUSH_CONSTANT_BINDING,
}
}
}
/// The HLSL buffer to bind a resource to.
///
/// A single SPIR-V binding may bind to multiple
/// registers for multiple resource types.
///
/// For example, for combined image samplers, both the `srv` and `sampler`
/// bindings will be considered.
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
pub struct BindTarget {
/// Bind to a constant buffer view register.
pub cbv: Option<RegisterBinding>,
/// Bind to an unordered access view register.
pub uav: Option<RegisterBinding>,
/// Bind to a shader resource view register.
pub srv: Option<RegisterBinding>,
/// Bind to a sampler register.
pub sampler: Option<RegisterBinding>,
}
/// An HLSL register location.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct RegisterBinding {
/// The register for this binding.
pub register: u32,
/// The address space index for this binding.
///
/// This is ignored on Shader Model 5.0 and below.
pub space: u32,
}
impl From<RegisterBinding> for HlslResourceBindingMapping {
#[inline(always)]
fn from(value: RegisterBinding) -> Self {
HlslResourceBindingMapping {
register_space: value.space,
register_binding: value.register,
}
}
}
/// HLSL specific APIs.
impl Compiler<Hlsl> {
/// Add a resource binding to the HLSL compilation.
///
/// Register bindings are set based on whether the HLSL resource is a
/// CBV, UAV, SRV or Sampler.
///
/// A single binding in SPIR-V might contain multiple
/// resource types, e.g. `COMBINED_IMAGE_SAMPLER`, and SRV/Sampler bindings will be used respectively.
///
/// On SM 5.0 and lower, `register_space` is ignored.
///
/// For deeper control of push constants, [`Compiler<Hlsl>::set_root_constant_layout`] can be used instead.
///
/// If resource bindings are provided, [`CompiledArtifact<Hlsl>::is_resource_used`] will return true if
/// the set/binding combination was used by the HLSL code.
pub fn add_resource_binding(
&mut self,
stage: spirv::ExecutionModel,
binding: ResourceBinding,
bind_target: &BindTarget,
) -> error::Result<()> {
const DEFAULT_BINDING: HlslResourceBindingMapping = HlslResourceBindingMapping {
register_space: 0,
register_binding: 0,
};
let hlsl_resource_binding = HlslResourceBinding {
stage: SpvExecutionModel(stage as u32 as i32),
desc_set: binding.descriptor_set(),
binding: binding.binding(),
cbv: bind_target.cbv.map_or(DEFAULT_BINDING, From::from),
uav: bind_target.uav.map_or(DEFAULT_BINDING, From::from),
srv: bind_target.srv.map_or(DEFAULT_BINDING, From::from),
sampler: bind_target.sampler.map_or(DEFAULT_BINDING, From::from),
};
unsafe {
sys::spvc_compiler_hlsl_add_resource_binding(self.ptr.as_ptr(), &hlsl_resource_binding)
.ok(&*self)
}
}
/// Compiles and remap vertex attribute at specific locations to a fixed semantic.
///
/// The default is `TEXCOORD#` where # denotes location.
/// Matrices are unrolled to vectors with notation `${SEMANTIC}_#`, where # denotes row.
/// `$SEMANTIC` is either `TEXCOORD#` or a semantic name specified here.
pub fn remap_vertex_attribute<'str>(
&mut self,
location: u32,
semantic: impl Into<CompilerStr<'str>>,
) -> error::Result<()> {
let str = semantic.into();
let semantic = str.into_cstring_ptr()?;
let remap = HlslVertexAttributeRemap {
location,
semantic: semantic.as_ptr(),
};
unsafe {
sys::spvc_compiler_hlsl_add_vertex_attribute_remap(self.ptr.as_ptr(), &remap, 1)
.ok(&*self)
}
}
/// Optionally specify a custom root constant layout.
///
/// Push constants ranges will be split up according to the
/// layout specified.
pub fn set_root_constant_layout(
&mut self,
constant_info: &[RootConstants],
) -> error::Result<()> {
unsafe {
sys::spvc_compiler_hlsl_set_root_constants_layout(
self.ptr.as_ptr(),
constant_info.as_ptr(),
constant_info.len(),
)
.ok(&*self)
}
}
/// Controls how resource bindings are declared in the output HLSL.
pub fn set_resource_binding_flags(&mut self, flags: BindingFlags) -> error::Result<()> {
unsafe {
sys::spvc_compiler_hlsl_set_resource_binding_flags(
self.ptr.as_ptr(),
HlslBindingFlags(flags.bits()),
)
.ok(&*self)
}
}
/// This is a special HLSL workaround for the NumWorkGroups builtin.
/// This does not exist in HLSL, so the calling application must create a dummy cbuffer in
/// which the application will store this builtin.
///
/// The cbuffer layout will be:
///
/// ```hlsl
/// cbuffer SPIRV_Cross_NumWorkgroups : register(b#, space#) {
/// uint3 SPIRV_Cross_NumWorkgroups_count;
/// };
/// ```
///
/// This must be called before [`Compiler::compile`] if the `NumWorkgroups` builtin is used,
/// or compilation will fail.
///
/// The function returns None if NumWorkGroups builtin is not statically used in the shader
/// from the current entry point.
///
/// If Some, returns the variable ID of a cbuffer which corresponds to
/// the cbuffer declared above.
///
/// By default, no binding or descriptor set decoration is set,
/// so the calling application should declare explicit bindings on this ID before calling
/// [`Compiler::compile`].
pub fn remap_num_workgroups_builtin(&mut self) -> Option<Handle<VariableId>> {
unsafe {
let id = sys::spvc_compiler_hlsl_remap_num_workgroups_builtin(self.ptr.as_ptr());
self.create_handle_if_not_zero(id)
}
}
/// Mask a stage output by location.
///
/// If a shader output is active in this stage, but inactive in a subsequent stage,
/// this can be signalled here. This can be used to work around certain cross-stage matching problems
/// which plagues HLSL in certain scenarios.
///
/// An output which matches one of these will not be emitted in stage output interfaces, but rather treated as a private
/// variable.
///
/// This option is only meaningful for MSL and HLSL, since GLSL matches by location directly.
///
pub fn mask_stage_output_by_location(
&mut self,
location: u32,
component: u32,
) -> crate::error::Result<()> {
unsafe {
sys::spvc_compiler_mask_stage_output_by_location(self.ptr.as_ptr(), location, component)
.ok(&*self)
}
}
/// Mask a stage output by builtin. Masking builtins only takes effect if the builtin in question is part of the stage output interface.
///
/// If a shader output is active in this stage, but inactive in a subsequent stage,
/// this can be signalled here. This can be used to work around certain cross-stage matching problems
/// which plagues HLSL in certain scenarios.
///
/// An output which matches one of these will not be emitted in stage output interfaces, but rather treated as a private
/// variable.
///
/// This option is only meaningful for MSL and HLSL, since GLSL matches by location directly.
/// Masking builtins only takes effect if the builtin in question is part of the stage output interface.
pub fn mask_stage_output_by_builtin(
&mut self,
builtin: spirv::BuiltIn,
) -> crate::error::Result<()> {
unsafe {
sys::spvc_compiler_mask_stage_output_by_builtin(
self.ptr.as_ptr(),
SpvBuiltIn(builtin as u32 as i32),
)
.ok(&*self)
}
}
}
impl CompiledArtifact<Hlsl> {
/// Returns whether the set/binding combination provided in [`Compiler<Hlsl>::add_resource_binding`]
/// was used.
pub fn is_resource_used(&self, model: spirv::ExecutionModel, binding: ResourceBinding) -> bool {
unsafe {
sys::spvc_compiler_hlsl_is_resource_used(
self.compiler.ptr.as_ptr(),
SpvExecutionModel(model as u32 as i32),
binding.descriptor_set(),
binding.binding(),
)
}
}
}
#[cfg(test)]
mod test {
use crate::compile::hlsl::CompilerOptions;
use spirv_cross_sys::spvc_compiler_create_compiler_options;
use crate::compile::sealed::ApplyCompilerOptions;
use crate::error::{SpirvCrossError, ToContextError};
use crate::Compiler;
use crate::{targets, Module};
static BASIC_SPV: &[u8] = include_bytes!("../../../basic.spv");
#[test]
pub fn hlsl_opts() -> Result<(), SpirvCrossError> {
let words = Vec::from(BASIC_SPV);
let words = Module::from_words(bytemuck::cast_slice(&words));
let compiler: Compiler<targets::Hlsl> = Compiler::new(words)?;
let resources = compiler.shader_resources()?.all_resources()?;
let mut opts_ptr = std::ptr::null_mut();
unsafe {
spvc_compiler_create_compiler_options(compiler.ptr.as_ptr(), &mut opts_ptr)
.ok(&compiler)?;
}
// println!("{:#?}", resources);
let opts = CompilerOptions::default();
unsafe {
opts.apply(opts_ptr, &compiler)?;
}
// match ty.inner {
// TypeInner::Struct(ty) => {
// compiler.get_type(ty.members[0].id)?;
// }
// TypeInner::Vector { .. } => {}
// _ => {}
// }
Ok(())
}
}