================
@@ -0,0 +1,258 @@
+====================
+HLSL Root Signatures
+====================
+
+.. contents::
+   :local:
+
+Usage
+=====
+
+In HLSL, the `root signature
+<https://learn.microsoft.com/en-us/windows/win32/direct3d12/root-signatures>`_ 
+defines what types of resources are bound to the graphics pipeline. 
+
+A root signature can be specified in HLSL as a `string
+<https://learn.microsoft.com/en-us/windows/win32/direct3d12/specifying-root-signatures-in-hlsl#an-example-hlsl-root-signature>`_.
 
+The string contains a collection of comma-separated clauses that describe root 
+signature constituent components. 
+
+There are two mechanisms to compile an HLSL root signature. First, it is 
+possible to attach a root signature string to a particular shader via the 
+RootSignature attribute (in the following example, using the MyRS1 entry 
+point):
+
+.. code-block:: c++
+
+    #define RS "RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | " \ 
+              "DENY_VERTEX_SHADER_ROOT_ACCESS), " \ 
+              "CBV(b0, space = 1, flags = DATA_STATIC), " \ 
+              "SRV(t0), " \ 
+              "UAV(u0), " \ 
+              "DescriptorTable( CBV(b1), " \ 
+              "                 SRV(t1, numDescriptors = 8, " \ 
+              "                     flags = DESCRIPTORS_VOLATILE), " \ 
+              "                 UAV(u1, numDescriptors = unbounded, " \ 
+              "                     flags = DESCRIPTORS_VOLATILE)), " \ 
+              "DescriptorTable(Sampler(s0, space=1, numDescriptors = 4)), " \ 
+              "RootConstants(num32BitConstants=3, b10), " \ 
+              "StaticSampler(s1)," \ 
+              "StaticSampler(s2, " \ 
+              "              addressU = TEXTURE_ADDRESS_CLAMP, " \ 
+              "              filter = FILTER_MIN_MAG_MIP_LINEAR )"
+
+    [RootSignature(RS)]
+    float4 main(float4 coord : COORD) : SV_Target
+    {
+    …
+    }
+
+The compiler will create and verify the root signature blob for the shader and 
+embed it alongside the shader byte code into the shader blob. 
+
+The other mechanism is to create a standalone root signature blob, perhaps to 
+reuse it with a large set of shaders, saving space. The name of the define 
+string is specified via the usual -E argument. For example:
+
+.. code-block:: c++
+
+  dxc.exe -T rootsig_1_1 MyRS1.hlsl -E MyRS1 -Fo MyRS1.fxo
+
+Note that the root signature string define can also be passed on the command 
+line, e.g, -D MyRS1=”…”.
+
+Root Signature Grammar
+======================
+
+.. code-block:: c++
+
+    RootSignature : (RootElement(,RootElement)?)?
+
+    RootElement : RootFlags | RootConstants | RootCBV | RootSRV | RootUAV |
+                  DescriptorTable | StaticSampler
+
+    RootFlags : 'RootFlags' '(' (RootFlag(|RootFlag)?)? ')'
+
+    RootFlag : 'ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT' | 
+               'DENY_VERTEX_SHADER_ROOT_ACCESS'
+
+    RootConstants : 'RootConstants' '(' 'num32BitConstants' '=' NUMBER ',' 
+           bReg (',' 'space' '=' NUMBER)? 
+           (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    RootCBV : 'CBV' '(' bReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    RootSRV : 'SRV' '(' tReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    RootUAV : 'UAV' '(' uReg (',' 'space' '=' NUMBER)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    DescriptorTable : 'DescriptorTable' '(' (DTClause(|DTClause)?)? 
+          (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    DTClause : CBV | SRV | UAV | Sampler
+
+    CBV : 'CBV' '(' bReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    SRV : 'SRV' '(' tReg (',' 'numDescriptors' '=' NUMBER)? 
+    (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    UAV : 'UAV' '(' uReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? 
+          (',' 'flags' '=' DATA_FLAGS)? ')'
+
+    Sampler : 'Sampler' '(' sReg (',' 'numDescriptors' '=' NUMBER)? 
+          (',' 'space' '=' NUMBER)? 
+          (',' 'offset' '=' DESCRIPTOR_RANGE_OFFSET)? (',' 'flags' '=' 
NUMBER)? ')'
+
+
+    SHADER_VISIBILITY : 'SHADER_VISIBILITY_ALL' | 'SHADER_VISIBILITY_VERTEX' | 
+                        'SHADER_VISIBILITY_HULL' | 
+                        'SHADER_VISIBILITY_DOMAIN' | 
+                        'SHADER_VISIBILITY_GEOMETRY' | 
+                        'SHADER_VISIBILITY_PIXEL' | 
+                        'SHADER_VISIBILITY_AMPLIFICATION' | 
+                        'SHADER_VISIBILITY_MESH'
+
+    DATA_FLAGS : 'DATA_STATIC_WHILE_SET_AT_EXECUTE' | 'DATA_VOLATILE'
+
+    DESCRIPTOR_RANGE_OFFSET : 'DESCRIPTOR_RANGE_OFFSET_APPEND' | NUMBER
+
+    StaticSampler : 'StaticSampler' '(' sReg (',' 'filter' '=' FILTER)? 
+             (',' 'addressU' '=' TEXTURE_ADDRESS)? 
+             (',' 'addressV' '=' TEXTURE_ADDRESS)? 
+             (',' 'addressW' '=' TEXTURE_ADDRESS)? 
+             (',' 'mipLODBias' '=' NUMBER)? 
+             (',' 'maxAnisotropy' '=' NUMBER)? 
+             (',' 'comparisonFunc' '=' COMPARISON_FUNC)? 
+             (',' 'borderColor' '=' STATIC_BORDER_COLOR)? 
+             (',' 'minLOD' '=' NUMBER)? 
+             (',' 'maxLOD' '=' NUMBER)? (',' 'space' '=' NUMBER)? 
+             (',' 'visibility' '=' SHADER_VISIBILITY)? ')'
+
+    bReg : 'b' NUMBER 
+
+    tReg : 't' NUMBER 
+
+    uReg : 'u' NUMBER 
+
+    sReg : 's' NUMBER 
+
+    FILTER : 'FILTER_MIN_MAG_MIP_POINT' | 
+             'FILTER_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_ANISOTROPIC' | 
+             'FILTER_COMPARISON_MIN_MAG_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_COMPARISON_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_COMPARISON_ANISOTROPIC' | 
+             'FILTER_MINIMUM_MIN_MAG_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MINIMUM_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_MINIMUM_ANISOTROPIC' | 
+             'FILTER_MAXIMUM_MIN_MAG_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT' | 
+             'FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR' | 
+             'FILTER_MAXIMUM_ANISOTROPIC'
+
+    TEXTURE_ADDRESS : 'TEXTURE_ADDRESS_WRAP' | 
+                      'TEXTURE_ADDRESS_MIRROR' | 'TEXTURE_ADDRESS_CLAMP' | 
+                      'TEXTURE_ADDRESS_BORDER' | 'TEXTURE_ADDRESS_MIRROR_ONCE'
+
+    COMPARISON_FUNC : 'COMPARISON_NEVER' | 'COMPARISON_LESS' | 
+                      'COMPARISON_EQUAL' | 'COMPARISON_LESS_EQUAL' | 
+                      'COMPARISON_GREATER' | 'COMPARISON_NOT_EQUAL' | 
+                      'COMPARISON_GREATER_EQUAL' | 'COMPARISON_ALWAYS'
+
+    STATIC_BORDER_COLOR : 'STATIC_BORDER_COLOR_TRANSPARENT_BLACK' | 
+                          'STATIC_BORDER_COLOR_OPAQUE_BLACK' | 
+                          'STATIC_BORDER_COLOR_OPAQUE_WHITE'
+
+
+Serialized format
+======================
+The root signature string is parsed and serialized into a binary format. The
+binary format is a sequence of bytes that can be used to create a root 
signature
+object in the Direct3D 12 API. The binary format is defined by the
+`D3D12_ROOT_SIGNATURE_DESC (for rootsig_1_0)
+<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc>`_
+or `D3D12_ROOT_SIGNATURE_DESC1 (for rootsig_1_1)
+<https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_root_signature_desc1>`_
 
+structure in the Direct3D 12 API. (With the pointers translated to offsets.)
+
+TODO: replace the following link with actual serialized format. 
+    DXC implementation of the serialization could be find `here
+    
<https://github.com/microsoft/DirectXShaderCompiler/blob/main/lib/DxilRootSignature/DxilRootSignatureSerializer.cpp#L41>`_
+
+Implementation Details
+======================
+
+The root signature string will be parsed in Clang. 
+The parsing 
+will happened when build HLSLRootSignatureAttr or when build standalone root 
+signature blob. 
+
+The root signature parsing will generate a HLSLRootSignatureAttr with member 
+represents the root signature string and the parsed information for each 
+resource in the root signature. It will bind to the entry function in the AST. 
+
+For case compile to a standalone root signature blob, the 
HLSLRootSignatureAttr 
+will be bind to a fake empty entry.
+
+In clang code generation, the HLSLRootSignatureAttr in AST will be translated 
+into a global variable with struct type to express the layout and a constant 
+initializer to save things like space and NumDescriptors in LLVM IR. 
+
+CGHLSLRuntime will generate metadata to link the global variable as root 
+signature for given entry function. 
----------------
bogner wrote:

An example of what the global variable and metadata will look in LLVM IR like 
would be helpful to understand this description of what clang codegen will do. 
The explanation here sounds reasonable, but it's a bit light on concrete 
details on the concrete structure of the global and metadata and how they'll 
interact 

https://github.com/llvm/llvm-project/pull/83933
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