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[DirectX] Set the EnableRawAndStructuredBuffers shader flag #122667

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Jan 21, 2025
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2 changes: 1 addition & 1 deletion llvm/include/llvm/BinaryFormat/DXContainerConstants.def
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ SHADER_FEATURE_FLAG(31, 36, NextUnusedBit, "Next reserved shader flag bit (not a
DXIL_MODULE_FLAG( 0, DisableOptimizations, "D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION")
DXIL_MODULE_FLAG( 1, DisableMathRefactoring, "D3D10_SB_GLOBAL_FLAG_REFACTORING_ALLOWED")
DXIL_MODULE_FLAG( 3, ForceEarlyDepthStencil, "D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL")
DXIL_MODULE_FLAG( 4, EnableRawAndStructuredBuffers, "D3D11_SB_GLOBAL_FLAG_ENABLE_RAW_AND_STRUCTURED_BUFFERS")
DXIL_MODULE_FLAG( 4, EnableRawAndStructuredBuffers, "Raw and Structured buffers")
DXIL_MODULE_FLAG( 5, LowPrecisionPresent, "D3D11_1_SB_GLOBAL_FLAG_ENABLE_MINIMUM_PRECISION")
DXIL_MODULE_FLAG( 8, AllResourcesBound, "D3D12_SB_GLOBAL_FLAG_ALL_RESOURCES_BOUND")
DXIL_MODULE_FLAG(23, UseNativeLowPrecision, "Native 16bit types enabled")
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11 changes: 11 additions & 0 deletions llvm/lib/Target/DirectX/DXILShaderFlags.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -54,11 +54,22 @@ static void updateFunctionFlags(ComputedShaderFlags &CSF, const Instruction &I,
switch (II->getIntrinsicID()) {
default:
break;
case Intrinsic::dx_resource_handlefrombinding:
switch (DRTM[cast<TargetExtType>(II->getType())].getResourceKind()) {
case dxil::ResourceKind::StructuredBuffer:
case dxil::ResourceKind::RawBuffer:
CSF.EnableRawAndStructuredBuffers = true;
break;
default:
break;
}
break;
case Intrinsic::dx_resource_load_typedbuffer: {
dxil::ResourceTypeInfo &RTI =
DRTM[cast<TargetExtType>(II->getArgOperand(0)->getType())];
if (RTI.isTyped())
CSF.TypedUAVLoadAdditionalFormats |= RTI.getTyped().ElementCount > 1;
break;
}
}
}
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Original file line number Diff line number Diff line change
@@ -0,0 +1,42 @@
; RUN: opt -S --passes="print-dx-shader-flags" 2>&1 %s | FileCheck %s

; Note: there is no feature flag here (only a module flag), so we don't have an
; object test.

target triple = "dxil-pc-shadermodel6.7-library"

; CHECK: Combined Shader Flags for Module
; CHECK-NEXT: Shader Flags Value: 0x00000010

; CHECK: Note: shader requires additional functionality:
; CHECK: Raw and Structured buffers

; CHECK: Function rawbuf : 0x00000010
define float @rawbuf() "hlsl.export" {
%buffer = call target("dx.RawBuffer", i8, 0, 0, 0)
@llvm.dx.resource.handlefrombinding(i32 0, i32 0, i32 1, i32 0, i1 false)
%load = call {float, i1} @llvm.dx.resource.load.rawbuffer.f32(
target("dx.RawBuffer", i8, 0, 0, 0) %buffer, i32 0, i32 0)
%data = extractvalue {float, i1} %load, 0
ret float %data
}

; CHECK: Function structbuf : 0x00000010
define float @structbuf() "hlsl.export" {
%buffer = call target("dx.RawBuffer", float, 0, 0, 0)
@llvm.dx.resource.handlefrombinding(i32 0, i32 0, i32 1, i32 0, i1 false)
%load = call {float, i1} @llvm.dx.resource.load.rawbuffer.f32(
target("dx.RawBuffer", float, 0, 0, 0) %buffer, i32 0, i32 0)
%data = extractvalue {float, i1} %load, 0
ret float %data
}

; CHECK: Function typedbuf : 0x00000000
define float @typedbuf(<4 x float> %val) "hlsl.export" {
%buffer = call target("dx.TypedBuffer", float, 0, 0, 0)
@llvm.dx.resource.handlefrombinding(i32 0, i32 0, i32 1, i32 0, i1 false)
%load = call {float, i1} @llvm.dx.resource.load.typedbuffer(
target("dx.TypedBuffer", float, 0, 0, 0) %buffer, i32 0)
%data = extractvalue {float, i1} %load, 0
ret float %data
}
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