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99 changes: 98 additions & 1 deletion llvm/docs/DirectX/DXContainer.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down Expand Up @@ -400,3 +400,100 @@ SFI0 Part
The SFI0 part encodes a 64-bit unsigned integer bitmask of the feature flags.
This denotes which optional features the shader requires. The flag values are
defined in `llvm/include/llvm/BinaryFormat/DXContainerConstants.def <https://github.com/llvm/llvm-project/blob/main/llvm/include/llvm/BinaryFormat/DXContainerConstants.def>`_.

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nit: the two lines used here and elsewhere creates a different formatting from the rest of the document

Root Signature (RTS0) Part
--------------------------
.. _RTS0:

The Root Signature defines the interface between the shader and the pipeline,
specifying which resources are bound to the shader and how they are accessed.
This structure serves as a contract between the application and the GPU,
establishing a layout for resource binding that both the shader compiler and
the runtime can understand.

The Root Signature consists of a header followed by a collection of root parameters
and static samplers. The structure uses a versioned design with offset-based references
to allow for flexible serialization and deserialization.

Root Signature Header
~~~~~~~~~~~~~~~~~~~~~

.. code-block:: c

struct RootSignatureHeader {
uint32_t Version;
uint32_t NumParameters;
uint32_t ParametersOffset;
uint32_t NumStaticSamplers;
uint32_t StaticSamplerOffset;
uint32_t Flags;
}


The `RootSignatureHeader` structure contains the top-level information about a root signature:

#. **Version**: Specifies the version of the root signature format. This allows for backward
compatibility as the format evolves.
#. **NumParameters**: The number of root parameters contained in this root signature.
#. **ParametersOffset**: Byte offset from the beginning of RST0 section to the array of root
parameters header.
#. **NumStaticSamplers**: The number of static samplers defined in the root signature.
#. **StaticSamplerOffset**: Byte offset to the array of static samplers.
#. **Flags**: Bit flags that define global behaviors for the root signature, such as whether
to deny vertex shader access to certain resources.

This header allows readers to navigate the binary representation of the root signature by
providing counts and offsets to locate each component within the serialized data.

Root Parameter Header
~~~~~~~~~~~~~~~~~~~~~

.. code-block:: c

struct RootParameterHeader {
dxbc::RootParameterType ParameterType;
dxbc::ShaderVisibility ShaderVisibility;
uint32_t ParameterOffset;
};


Each root parameter in the signature is preceded by a `RootParameterHeader` that describes
the parameter's basic attributes:

#. **ParameterType**: Enumeration indicating what type of parameter this is (e.g., descriptor
table, constants, CBV, SRV, UAV).
#. **ShaderVisibility**: Specifies which shader stages can access this parameter (e.g., all stages,
vertex shader only, pixel shader only).
#. **ParameterOffset**: Byte offset to the specific parameter data structure
for this entry.

The header uses a parameter type field rather than encoding the version of the parameter through
size, allowing for a more explicit representation of the parameter's nature.

Root Parameters
~~~~~~~~~~~~~~~

The Root Parameters section contains structured definitions for each type of root parameter that can
be included in a root signature. Each structure corresponds to a specific parameter type as identified
by the ``ParameterType`` field in the ``RootParameterHeader``.

Root Constants
~~~~~~~~~~~~~~

.. code-block:: cpp

struct RootConstants {
uint32_t ShaderRegister;
uint32_t RegisterSpace;
uint32_t Num32BitValues;
};

The ``RootConstants`` structure represents inline root constants that are directly embedded in the root
signature and passed to the shader without requiring a constant buffer resource:

#. **ShaderRegister**: The shader register (b#) where these constants are bound.
#. **RegisterSpace**: The register space used for the binding.
#. **Num32BitValues**: The number of 32-bit values included in this constant buffer.

Root constants provide a fast way to pass small amounts of data directly to the shader without the
overhead of creating and binding a constant buffer resource.