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Add vk::BufferPointer to HLSL #37

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280 changes: 280 additions & 0 deletions proposals/0010-vk-buffer-ref.md
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<!-- {% raw %} -->
# Buffer Pointers in HLSL With vk::BufferPointer

* Author(s): [Greg Fischer](https://github.com/greg-lunarg)
* Sponsor(s): [Chris Bieneman](https://github.com/llvm-beanz), [Steven Perron](https://github.com/s-perron), [Diego Novillo](https://github.com/dnovillo)
* Status: **Under Consideration**
* Planned Version: Retroactive addition to Vulkan 1.2 (requires SPIR-V 1.3. Some language details require HLSL 202x

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Please add myself, @s-perron, and @dnovillo as sponsors.

## Introduction

This proposal seeks to improve tool support for Vulkan shaders doing buffer device addressing by adding the vk::BufferPointer type to HLSL.

## Motivation

vk::RawBufferLoad() and vk::RawBufferStore are currently used to reference physical storage buffer space. Unfortunately, use of these functions has a number of shortcomings. One is that they generate low-level SPIR-V so that tools such as spirv-reflect, spirv-opt and renderdoc do not have the context to analyze and report on which members of a buffer are used in a logical manner. A bigger problem is that the HLSL programmer must compute the physical offsets of the members of a buffer which is error prone and difficult to maintain.

For example, here is a shader using vk::RawBufferLoad(). Note the physical offset 16 hard-coded into the shader:

```c++
// struct GlobalsTest_t
// {
// float4 g_vSomeConstantA;
// float4 g_vTestFloat4;
// float4 g_vSomeConstantB;
// };

struct TestPushConstant_t
{
uint64_t m_nBufferDeviceAddress; // GlobalsTest_t
};

[[vk::push_constant]] TestPushConstant_t g_PushConstants;

float4 MainPs(void) : SV_Target0
{
float4 vTest = vk::RawBufferLoad<float4>(g_PushConstants.m_nBufferDeviceAddress + 16);

return vTest;
}
```

The SPIR-V for this shader can be seen in Appendix A. Note the lack of logical context for the accessed buffer i.e. no declaration for the underlying structure GlobalsTest_t as is generated for other buffers.

There is another way to use RawBufferLoad which does allow logical selection of the buffer fields, but it inefficiently loads the entire buffer to do it. See https://github.com/microsoft/DirectXShaderCompiler/issues/4986.

The goal of this proposal is to have a solution that meets the following requirements:

* Removes the need for having to manually or automatically generate offsets to load structured data with BufferDeviceAddress.
* Enables equivalent tooling functionality as is provided by the buffer reference feature in GLSL. Namely, tools like RenderDoc are able to introspect the type information such that its buffer inspection and shader debugger are able to properly understand and represent the type of the data.
* Make it possible through SPIR-V reflection to determine which members of a struct accessed by BufferDeviceAddress are statically referenced and at what offset. This is already possible for other data like cbuffers in order for shader tooling to be able to identify which elements are used and where to put them.

## Proposed solution

Our solution is to add a new builtin type in the vk namespace that is a pointer to a buffer of a given type, `vk::BufferPointer<T,A>`. The template argument `T` must be a struct. `A` must be an integer and is the alignment in bytes of the pointer. If `A` is not specified, the alignment is assumed to be 16 bytes.

This new type will have the following operations

* Copy assignment and copy construction - These copy the value of the pointer from one variable to another.
* Dereference Method - The Get() method represents the struct const lvalue reference of the pointer to which it is applied. The selection . operator can be applied to the Get() to further select a member from the referenced struct.
* Null Pointer Method - The IsNull() method returns true if the pointer is 0, false if not.

Note the operations that are not allowed:

* There is no default construction. Every vk::BufferPointer<T> is either contained in a global resource (like a cbuffer, ubo, or ssbo), or it must be constructed using the copy constructor.
* There is no conversion from uint64_t to vk:BufferPointer.
* There is no explicit pointer arithmetic. All addressing is implicitly done using the `.` pointer, or indexing an array in the struct T.
* The comparison operators == and != are not supported for buffer pointers.

Most of these restrictions are there for safety. They minimize the possibility of getting an invalid pointer. If the Get() method is used on a null pointer, the behaviour is undefined.

When used as a member in a buffer, vk::BufferPointer can be used to pass physical buffer addresses into a shader, and address and access buffer space with logical addressing, which allows tools such as spirv-opt, spirv-reflect and renderdoc to be able to better work with these shaders.

For example, here is a shader using vk::BufferPointer to do the same thing as the shader above using vk::RawBufferLoad. Note the natural, logical syntax of the reference:

```c++

struct Globals_s
{
float4 g_vSomeConstantA;
float4 g_vTestFloat4;
float4 g_vSomeConstantB;
};

typedef vk::BufferPointer<Globals_s> Globals_p;

struct TestPushConstant_t
{
Globals_p m_nBufferDeviceAddress;
};

[[vk::push_constant]] TestPushConstant_t g_PushConstants;

float4 MainPs(void) : SV_Target0
{
float4 vTest = g_PushConstants.m_nBufferDeviceAddress.Get().g_vTestFloat4;
return vTest;
}

```

In SPIR-V, Globals_p would be a pointer to the physical buffer storage class. The struct type of the push constant would contain one of those pointers. The SPIR-V for this shader can be seen in Appendix B. Note the logical context of the declaration and addressing of underlying struct Globals_s including Offset decorations all Globals_s members.

## Linked Lists and Local Variables

vk::BufferPointer can be used to program a linked list of identical buffers:

```c++

// Forward declaration
typedef struct block_s block_t;
typedef vk::BufferPointer<block_t> block_p;

struct block_s
{
float4 x;
block_p next;
};

struct TestPushConstant_t
{
block_p root;
};

[[vk::push_constant]] TestPushConstant_t g_PushConstants;

float4 MainPs(void) : SV_Target0
{
block_p g_p = g_PushConstants.root;
g_p = g_p.Get().next;
if (uint64_t(g_p) == 0) return float4(0.0,0.0,0.0,0.0);
return g_p.Get().x
}

```

Note also the ability to create local variables of type vk::BufferPointer such as g_p which can be read, written and dereferenced.

## Design Details

### Differences from C++ Pointers

vk::BufferPointer is different from a C++ pointer in that the method Get() can and must be applied to de-reference it.

### Buffer Pointer Target Alignment

The target alignment `A` of `vk::BufferPointer<T,A>` must be at least as large as the largest component type in the buffer pointer's pointee struct type `T` or the compiler may issue an error.

### Buffer Pointer Data Size and Alignment

For the purpose of laying out a buffer containing a vk::BufferPointer, the data size and alignment is that of a uint64_t.

### Buffer Pointer Pointee Buffer Layout

The pointee of a vk::BufferPointer is considered to be a buffer and will be laid out as the user directs all buffers to be laid out through the dxc compiler. All layouts that are supported by dxc are supported for vk::BufferPointer pointee buffers.

### Buffer Pointer Usage

vk::BufferPointer cannot be used in Input and Output variables. It also cannot be used in Unions, when those appear in HLSL.

A vk::BufferPointer can otherwise be used whereever the HLSL spec does not otherwise disallow it through listing of allowed types. Specifically, buffer members, local and static variables, function argument and return types can be vk::BufferPointer. Ray tracing payloads and shader buffer table records may also contain vk::BufferPointer.

### Buffer Pointer and Semantic Annotations

Applying HLSL semantic annotations to objects of type vk::BufferPointer is disallowed.

## SPIR-V Appendices

### Appendix A: SPIR-V for RawBufferLoad

Note the lack of logical context for the accessed buffer i.e. no declaration for the underlying structure GlobalsTest_t as is generated for other buffers.

```

OpCapability Shader
OpCapability Int64
OpCapability PhysicalStorageBufferAddresses
OpExtension "SPV_KHR_physical_storage_buffer"
OpMemoryModel PhysicalStorageBuffer64 GLSL450
OpEntryPoint Fragment %MainPs "MainPs" %out_var_SV_Target0 %g_PushConstants
OpExecutionMode %MainPs OriginUpperLeft
OpSource HLSL 600
OpName %type_PushConstant_TestPushConstant_t "type.PushConstant.TestPushConstant_t"
OpMemberName %type_PushConstant_TestPushConstant_t 0 "m_nBufferDeviceAddress"
OpName %g_PushConstants "g_PushConstants"
OpName %out_var_SV_Target0 "out.var.SV_Target0"
OpName %MainPs "MainPs"
OpDecorate %out_var_SV_Target0 Location 0
OpMemberDecorate %type_PushConstant_TestPushConstant_t 0 Offset 0
OpDecorate %type_PushConstant_TestPushConstant_t Block
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%ulong = OpTypeInt 64 0
%ulong_16 = OpConstant %ulong 16
%type_PushConstant_TestPushConstant_t = OpTypeStruct %ulong
%_ptr_PushConstant_type_PushConstant_TestPushConstant_t = OpTypePointer PushConstant %type_PushConstant_TestPushConstant_t
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%void = OpTypeVoid
%14 = OpTypeFunction %void
%15 = OpTypeFunction %v4float
%_ptr_Function_v4float = OpTypePointer Function %v4float
%_ptr_PushConstant_ulong = OpTypePointer PushConstant %ulong
%_ptr_PhysicalStorageBuffer_v4float = OpTypePointer PhysicalStorageBuffer %v4float
%g_PushConstants = OpVariable %_ptr_PushConstant_type_PushConstant_TestPushConstant_t PushConstant
%out_var_SV_Target0 = OpVariable %_ptr_Output_v4float Output
%MainPs = OpFunction %void None %14
%19 = OpLabel
%20 = OpVariable %_ptr_Function_v4float Function
%21 = OpVariable %_ptr_Function_v4float Function
%22 = OpAccessChain %_ptr_PushConstant_ulong %g_PushConstants %int_0
%23 = OpLoad %ulong %22
%24 = OpIAdd %ulong %23 %ulong_16
%25 = OpBitcast %_ptr_PhysicalStorageBuffer_v4float %24
%26 = OpLoad %v4float %25 Aligned 4
OpStore %20 %26
OpStore %21 %26
OpStore %out_var_SV_Target0 %26
OpReturn
OpFunctionEnd

```

### Appendix B: SPIR-V for vk::buffer_ref

Here is the SPIR-V for this shader. Note the logical context of the declaration and addressing of underlying struct Globals_s including Offset decorations all Globals_s members:

```
OpCapability Shader
OpCapability PhysicalStorageBufferAddresses
OpExtension "SPV_KHR_physical_storage_buffer"
OpMemoryModel PhysicalStorageBuffer64 GLSL450
OpEntryPoint Fragment %MainPs "MainPs" %out_var_SV_Target0 %g_PushConstants
OpExecutionMode %MainPs OriginUpperLeft
OpSource HLSL 600
OpName %type_PushConstant_TestPushConstant_t "type.PushConstant.TestPushConstant_t"
OpMemberName %type_PushConstant_TestPushConstant_t 0 "m_nBufferDeviceAddress"
OpName %Globals_s "Globals_s"
OpMemberName %Globals_s 0 "g_vSomeConstantA"
OpMemberName %Globals_s 1 "g_vTestFloat4"
OpMemberName %Globals_s 2 "g_vSomeConstantB"
OpName %g_PushConstants "g_PushConstants"
OpName %out_var_SV_Target0 "out.var.SV_Target0"
OpName %MainPs "MainPs"
OpDecorate %out_var_SV_Target0 Location 0
OpMemberDecorate %Globals_s 0 Offset 0
OpMemberDecorate %Globals_s 1 Offset 16
OpMemberDecorate %Globals_s 2 Offset 32
OpDecorate %Globals_s Block
OpMemberDecorate %type_PushConstant_TestPushConstant_t 0 Offset 0
OpDecorate %type_PushConstant_TestPushConstant_t Block
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%Globals_s = OpTypeStruct %v4float %v4float %v4float
%_ptr_PhysicalStorageBuffer_Globals_s = OpTypePointer PhysicalStorageBuffer %Globals_s
%type_PushConstant_TestPushConstant_t = OpTypeStruct %_ptr_PhysicalStorageBuffer_Globals_s
%_ptr_PushConstant_type_PushConstant_TestPushConstant_t = OpTypePointer PushConstant %type_PushConstant_TestPushConstant_t
%_ptr_Output_v4float = OpTypePointer Output %v4float
%void = OpTypeVoid
%15 = OpTypeFunction %void
%16 = OpTypeFunction %v4float
%_ptr_Function_v4float = OpTypePointer Function %v4float
%_ptr_PushConstant__ptr_PhysicalStorageBuffer_Globals_s = OpTypePointer PushConstant %_ptr_PhysicalStorageBuffer_Globals_s
%_ptr_PhysicalStorageBuffer_v4float = OpTypePointer PhysicalStorageBuffer %v4float
%g_PushConstants = OpVariable %_ptr_PushConstant_type_PushConstant_TestPushConstant_t PushConstant
%out_var_SV_Target0 = OpVariable %_ptr_Output_v4float Output
%MainPs = OpFunction %void None %15
%20 = OpLabel
%23 = OpAccessChain %_ptr_PushConstant__ptr_PhysicalStorageBuffer_Globals_s %g_PushConstants %int_0
%24 = OpLoad %_ptr_PhysicalStorageBuffer_Globals_s %23
%25 = OpAccessChain %_ptr_PhysicalStorageBuffer_v4float %24 %int_1
%26 = OpLoad %v4float %25 Aligned 16
OpStore %out_var_SV_Target0 %26
OpReturn
OpFunctionEnd
```
<!-- {% endraw %} -->