254 строки
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ReStructuredText
254 строки
12 KiB
ReStructuredText
============
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HLSL Changes
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============
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Introduction
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============
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This document is meant to describe the changes that have been made to the LLVM
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and Clang codebases to support HLSL, the High-Level Shading Language. The
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focus is on design changes and general approach rather than specific changes
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made to support the language and runtime.
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Driving Forces
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==============
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This section outlines the considerations that have prompted multiple changes.
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* Provide a successor to the fxc.exe and d3dcompiler_47.dll components. This
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means providing a DLL that can be used in a variety of situations, as well
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as a command-line program to access its functionality.
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* The requirement to act as a proper DLL means that it shouldn't rely on
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process-wide state, as this prevents callers from using it from more than
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one thread concurrently. This includes changing the current directory, using
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stdin/stdout/stderr, or deciding to terminate the process (except for fatal
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conditions).
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* There are scenarios in which applications may choose to redistribute the
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built DLL, for example an IDE for writing shaders, tools to instrument and
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debug them, or a game that chooses to emit shaders at runtime. This means
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that compilation time and DLL/program size are important considerations.
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* Because the new command-line program should be a replacement of specific
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components, it's desirable to keep the interface similar to the prior
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versions (API in case of the DLL, command-line format in the case of the
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program).
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Forking LLVM and Clang
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======================
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This section describes why and how the HLSL on LLVM project has forked LLVM
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and Clang.
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LLVM and Clang provide an excellent starting point for building a compiler,
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especially one that will exist in an ecosystem of organizations contributing
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to the pipeline, whether it be in the form of tooling and abstractions by
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middleware and tool authors, or backend compilers by hardware vendors.
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The decision was made to fork LLVM and Clang rather than work directly and
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upstream all changes for the following reasons:
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* While HLSL started out as a C derivative, over time is has drifted away, not
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to the extent that C++ and Objective-C have but certainly a fair
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bit. Furthermore, some of the behavior was never compatible to begin with,
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and so there are significant differences, especially in the type system,
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that make upstreaming difficult.
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* HLSL is expected to evolve over the next few years to shed some of the
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incompatibilities that exist for historical reasons (as opposed to those
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that provide actual developer benefit). It's entirely possible that a future
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version will be much more closely aligned to C/C++ semantics and could be
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more easily adapted. This version of the codebase isn't it.
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* The changes to LLVM are meaningless without an execution model, which is
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currently being worked on. Changes to LLVM are more likely to get
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upstreamed, however we have chosen to not consider this until we have
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multiple implementations of DXIL backends.
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We have already done a 3.4 to 3.7 upgrade in the sources, and it's entirely
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possible that this will happen again. Therefore, all changes introduces are
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done in entirely new files, or marked with an 'HLSL Change', or marked with a
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pair of 'HLSL Change Starts' / 'HLSL Change Ends'. This makes integrations
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easier (or rather less difficult).
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Dependency Injection
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====================
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One of the goals of dxcompiler is to be a reusable component for a variety of
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applications. While Clang and LLVM have support for being hosted as a
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dynamically loaded library, there is still a number of assumptions made that
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make usage problematic, specifically:
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- Usage of process-wide handles (stdin/stdout/stderr).
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- Reliance on file system access (clang has some level of virtual file system
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support in the later versions), including temporary files.
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- Direct usage of memory allocation mechanisms.
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- Reliance on other process-wide constructs like environment variables.
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Redesigning a number of these mechanisms would require changes throughout the
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codebase, and it's hard to whether any regressions are introduced when a large
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number of changes are integrated.
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The solution we have implemented relies on having a thread-local component
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that can service I/O requests as well as other OS-implemented or process-wide
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constructs. The library is then meant to be used through specific API points
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that will set and tear down this component as appropriate. The MSFileSystem
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class in include/llvm/Support/MSFileSystem.h provides the access point
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(although the API should likely be renamed, as it's broader than a pur file
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system abstraction, and 'MS' monikers are being changed to 'HLSL').
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To guard against regressions, we can simply verify that no libraries include
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APIs that are virtualized, such as calls to CreateFile. If a case is found, a
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drop-in replacement function call can be made in its place.
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Some of the tasks that are simplified include:
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- Host in-process in an IDE to provide tooling services.
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- Guarantee that no process execution takes place, or that the host
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environment influences the tools without an explicit usage.
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- Provide virtualized I/O for all kinds of file access, including redirecting
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to in-memory buffers.
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- Override memory allocation to constrain memory consumption.
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At the moment, memory allocation is still not redirected, but I/O has been
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cleaned up.
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Error Handling
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==============
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Clang and LLVM already provide a number of error handling mechanisms:
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returning a bool flag to indicate success or failure, returning a structured
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object that flags the result along with other information, using STL system
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errors for certain errors, or using errno for some C standard library calls.
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There are two other kinds of error handling mechanisms introduced by HLSL
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on LLVM.
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* C++ Exceptions. The primary use case for these is to handle out-of-memory
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exceptions. A second case is to handle cases where LLVM and Clang today
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attempt to terminate the process even though they are in a recoverable state
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(for example, when a '--help' switch is found in command-line options).
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* HRESULT. The APIs are designed to be familiar to Windows developers and to
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provide a simple transition for d3dcompiler_47.dll users. As such, error
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codes are typically returned as HRESULT values that can be tested with the
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SUCCEEDED/FAILED macros.
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Some of the code that is written to interface with the rest of the system can
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also make use of these error handling strategies. A number of macros to handle
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them, or to convert one into the other, are available in
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include/dxc/Support/Global.h.
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Removing Unused Functionality
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=============================
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Removing unused functionality can help reduce the binary size, improve
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performance, and speed up compilation time for the project. However, this has
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to be traded off against changing the behavior of LLVM and Clang (and the
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cost of understanding this change for developers who are familiar with those
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projects), as well as the future maintenance for integrations.
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The recommendations is to avoid removing small bits of functionality, and only
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do so for significant subsystems that can be "sliced off" cleanly (for
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example, the interpreter component or target support).
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Component Design
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================
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The dxcompiler DLL is designed to export a number of components that can be
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reused in different contexts. The API is exposed as a lightweight form of the
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Microsoft Component Object Model (COM); a similar approach can be seen in the
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design of the xmllite library.
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The functionality of the library is encapsulated in discrete compmonents, each
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of which is embodied in an object that implements one or more
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interfaces. Interfaces are derived from IUnknown as in COM and are responsible
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for interface discovery and lifetime management. Object construction is done
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via the single exported API, DxcCreateObject, which acts much like
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DllCreateObject would in a COM library.
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Interfaces are mostly COM-compatible and have been designed to be easy to use
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from other languages that can consume COM libraries, such as the .NET runtime
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or C++ applications. Importantly, memory allocated in the library that should
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be freed by the consumer is allocated using the COM allocation, through
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CoTaskMemAlloc or the use of IMalloc via CoGetMalloc().
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Note that this lightweight COM support implies that some features are missing:
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- There is no support for marshalling across COM apartments.
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- There is (at the moment at least) no management of library references based
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on outstanding objects (a typical bug that would arise from this would be,
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for example, unloading dxcompiler while outstanding objects exist, at which
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point even releasing them would lead to an access violation).
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Text and Buffer Management
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==========================
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Tradionally, the D3D compilers have used an ID3DBlob interface to encapsulate
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a buffer. The HLSL compiler avoids pulling in DirectX headers and defines an
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IDxcBlob interface that has the same layout and interface identifier (IID).
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Buffers are often used to hold text, for example shader sources or compilation
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logs. IDxcBlobEncoding inherits from IDxcBlob and has functionality to declare
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the encoding for the buffer.
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The design principle for using a character pointer or an IDxcBlobEncoding is
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as follows: for internal dxcompiler text, UTF-8 and char* are used; for API
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parameters that are "short" such as file names or command line parameters,
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UTF-16 and wchar_t* are used; for longer text such as source files or error
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logs, IDxcBlobEncoding is used.
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The DLL provides a "library" component that provides utility functions to
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create and transform blobs and strings.
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Specification Database
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======================
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In the utils\hct directory, an hctdb.py file can be found that initialized a
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number of Python object instances describing different aspects of the DXIL
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specification. These act as a queryable, programmable repository of
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information which feed into other tasks, such as generating documentation,
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generating code or performing compatibility checks across versions.
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We require that the database be kept up-to-date for the concepts embedded
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there to drive a number of code-generation tasks, which can be found in other
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.py files in that same directory.
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HLSL Modules
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============
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llvm::Module is the type that represents a shader program. It includes
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metadata nodes to provide details around the ABI, flags, etc. However,
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manipulation of all this information in terms of metadata is not very
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efficient or convenient.
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As part of the work with HLSL, we introduce two modules that are attached
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in-memory to an llvm::Module: a high-level HLModule, and a low-level
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DxilModule. The high-level module is used in the early passes to deal with
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HLSL-as-a-language concepts, such as intrinsics, matrices and vectors; the
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low-level module is used to deal with concepts as they exist in the DXIL
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specification. Only one of these additional modules ever exists at one point;
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the DxilGenerationPass that does the translation destroys the high-level
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representation and creates a low-level one as part of its work.
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To preserve many of the benefits of LLVM's modular pipeline, it is useful to
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serialize and deserialize shaders at different stages of processing, and so
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both HLModule and DxilModule provide support for these. The expectation for a
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wholesale compilation from source, however, is that this information lives
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only in memory until it's ready to be serialized out in final DIXL form. As
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such, various passes along the way may need to do update to these modules to
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maintain consistency (for example, if global DCE removes a variable, the
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corresponding resource mapping that reflects the shader ABI should be cleaned
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up as well).
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