forked from GPUOpen-LibrariesAndSDKs/RenderPipelineShaders
-
Notifications
You must be signed in to change notification settings - Fork 0
/
rpsl.h
1005 lines (882 loc) · 46 KB
/
rpsl.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
//
// This file is part of the AMD Render Pipeline Shaders SDK which is
// released under the AMD INTERNAL EVALUATION LICENSE.
//
// See file LICENSE.txt for full license details.
#error "This header file is not for include. It is reproduced here for documentation purposes."
typedef struct keyword keyword;
typedef struct AccessAttribute AccessAttribute;
typedef struct AccessAttributeArgument AccessAttributeArgument;
typedef struct SubgraphAttribute SubgraphAttribute;
/// @defgroup RPSL RPSL Language Extension
/// @{
/// @defgroup node Node Declaration
/// @{
/// @brief A opaque handle type used to declare a node.
/// A function declaration return a node handle is a node declaration.
typedef struct node node;
/// A keyword which declares the minimum queue family required for a node
/// must support graphics operations.
/// By default a node is a graphics node.
///
/// Example usage: `graphics node foo();`
/// which is equivalent to: `node foo();`
keyword graphics;
/// A keyword which declares the minimum queue family required for a node
/// must support compute operations.
///
/// Example usage: `compute node foo();`
keyword compute;
/// A keyword which declares the minimum queue family required for a node
/// must support copy (transfer) operations.
///
/// Example usage: `copy node foo();`
keyword copy;
/// A keyword that can be used before a node call as a hint that this node
/// is preferred to execute asynchronously on a queue differ from the main
/// graphics queue.
///
/// The scheduler is free to ignore this hint if it sees fit.
///
/// Example usage: `async Foo();`
keyword async;
/// A keyword indicating a null view.
/// A null view can be used in place of a texture or a buffer object, or to initialize
/// a texture or a buffer variable. The fields are initialized based on below rules:
/// - The <i>Resource</i> field is initialized to RPS_RESOURCE_ID_INVALID (UINT32_MAX)
/// - All other fields are zeroed.
/// Example usage:
/// `texture t = null;`
/// `buffer b = null;`
/// `// node foo(srv optionalSrv, rtv requiredRtv : SV_Target0);`
/// `foo(null, myRT);`
keyword null;
/// @defgroup Access Access Attributes
/// @{
/// @brief Attribute indicating an output parameter.
///
/// When applied on RenderGraph entry point parameters, it indicates the argument
/// value will be output from the RPSL execution during RenderGraph update.
/// If the parameter is a resource (with type 'texture' or 'buffer'), the resource
/// handle can be queried after RenderGraph update and used externally.
///
/// Example usage: `export rpsl_main([readonly(ps)] texture input, out [readonly(cs)] texture output);`
AccessAttribute out;
/// A base access attribute used when declaring the signatures of nodes in RPSL.
///
/// The readonly access attribute can access a comma separated list of access
/// attributes. Specifying this list, allows the RPSL program to more tightly
/// specify the type of access that the node will perform on the resource view
/// being passed to the node.
///
/// readonly specifies that the node can read the resource but will never
/// write to it.
///
/// When applied to render graph entry point parameters (including "out" parameters), it refers to external accesses
/// outside of the execution of the current render graph. This means RPS expects the resource to be in this access state
/// when it enters the render graph and will transit it to this state before exiting the render graph.
///
/// Example usage: `[readonly(ps, cs)] texture myShaderResourceView`
AccessAttribute readonly(x);
/// A base access attribute used when declaring the signatures of nodes in RPSL.
///
/// The writeonly access attribute can access a comma separated list of access
/// attributes. Specifying this list, allows the RPSL program to more tightly
/// specify the type of access that the node will perform on the resource view
/// being passed to the node.
///
/// writeonly specifies that the node can write to the resource and will not read
/// from it. This implies the previous data can be discarded, and is equivalent to
/// `[readwrite(discard_before, ...)]`.
///
/// When applied to render graph entry point parameters (including "out" parameters), it refers to external accesses
/// outside of the execution of the current render graph. This means RPS expects the resource to be in this access state
/// when it enters the render graph and will transit it to this state before exiting the render graph.
///
/// Example usage: `[writeonly(rendertarget)] texture myDiscardRenderTargetView`
AccessAttribute writeonly(x);
/// A base access attribute used when declaring the signatures of nodes in RPSL.
///
/// The readwrite access attribute can access a comma separated list of access
/// attributes. Specifying this list, allows the RPSL program to more tightly
/// specify the type of access that the node will perform on the resource view
/// being passed to the node.
///
/// readwrite specifies that the node can both read and write the resource.
///
/// When applied to render graph entry point parameters (including "out" parameters), it refers to external accesses
/// outside of the execution of the current render graph. This means RPS expects the resource to be in this access state
/// when it enters the render graph and will transit it to this state before exiting the render graph.
///
/// Example usage: `[readwrite(rendertarget)] texture myRenderTargetView`
AccessAttribute readwrite(x);
/// An access attribute used when declaring the signatures of nodes in RPSL.
///
/// Indicates the node access to this resource can be reordered w.r.t. other nodes
/// writing to an overlapping resource view that also has the relaxed attribute.
///
/// Example usage: `[relaxed][readwrite(cs)] texture myUAV`
AccessAttribute relaxed;
/// Reserved attribute name.
AccessAttribute before;
/// Reserved attribute name.
AccessAttribute after;
/// An access attribute argument indicating the resource view can be
/// accessed by the vertex shader stage of the graphics pipeline.
///
/// Usually when applied to the readonly attribute, it indicates a shader resource view.
/// When applied to the readwrite / writeonly attribute, it indicates an unordered access view.
AccessAttributeArgument vs;
/// An access attribute argument indicating the resource view can be
/// accessed by the pixel shader stage of the graphics pipeline.
AccessAttributeArgument ps;
/// An access attribute argument indicating the resource view can be
/// accessed by the compute shader stage of the graphics pipeline.
AccessAttributeArgument cs;
/// An access attribute argument indicating the resource view can be
/// accessed by the geometry shader stage of the graphics pipeline.
AccessAttributeArgument gs;
/// An access attribute argument indicating the resource view can be
/// accessed by the hull shader stage of the graphics pipeline.
AccessAttributeArgument hs;
/// An access attribute argument indicating the resource view can be
/// accessed by the domain shader stage of the graphics pipeline.
AccessAttributeArgument ds;
/// An access attribute argument indicating the resource view can be
/// accessed by the amplification (task) shader stage of the graphics pipeline.
AccessAttributeArgument ts;
/// An access attribute argument indicating the resource view can be
/// accessed by the mesh shader stage of the graphics pipeline.
AccessAttributeArgument ms;
/// An access attribute argument indicating the resource view can be
/// accessed by the raytracing shader stage of the graphics pipeline.
AccessAttributeArgument raytracing;
/// An access attribute argument indicating the resource view will
/// be accessed as a render target.
///
/// This is only valid when used with <c>writeonly</c> or <c>readwrite</c>.
AccessAttributeArgument rendertarget;
/// An access attribute argument indicating the resource view will
/// be accessed as a depth buffer.
AccessAttributeArgument depth;
/// An access attribute argument indicating the resource view will
/// be accessed as a stencil buffer.
AccessAttributeArgument stencil;
/// An access attribute argument indicating the resource view will
/// be accessed as a copy source (when used with the <c>readonly</c> attribute)
/// or destination (when used with the <c>writeonly</c> or <c>readwrite</c> attributes).
AccessAttributeArgument copy;
/// An access attribute argument indicating the resource view will
/// be accessed as a resolve source (when used with the <c>readonly</c> attribute)
/// or destination (when used with the <c>writeonly</c> or <c>readwrite</c> attributes).
AccessAttributeArgument resolve;
/// An access attribute argument indicating the resource view will
/// be accessed as present source.
///
/// This is only valid when used with <c>readonly</c>.
AccessAttributeArgument present;
/// An access attribute argument indicating the resource view will
/// be accessed from the CPU.
AccessAttributeArgument cpu;
/// An access attribute argument indicating the resource view will
/// be accessed accessed from the GPU frontend as a set of indirect arguments.
///
/// This is only valid when used with <c>readonly</c>.
AccessAttributeArgument indirectargs;
/// An access attribute argument indicating the resource view can
/// be accessed as a vertex buffer.
AccessAttributeArgument vb;
/// An access attribute argument indicating the resource view can
/// be accessed as an index buffer.
AccessAttributeArgument ib;
/// An access attribute argument indicating the resource view can
/// be accessed as a constant buffer.
AccessAttributeArgument cb;
/// An access attribute argument indicating the resource view can
/// be accessed as a VRS shading rate image.
///
/// This is only valid when used with <c>readonly</c>.
AccessAttributeArgument shadingrate;
/// An access attribute argument indicating the resource view can
/// be accessed as a GPU predication buffer.
///
/// This is only valid when used with <c>readonly</c>.
AccessAttributeArgument predication;
/// An access attribute argument indicating the resource view can
/// be accessed as a stream out buffer.
///
/// This is only valid when used with <c>writeonly</c> or <c>readwrite</c>.
AccessAttributeArgument streamout;
/// An access attribute argument indicating the resource view can
/// be accessed as a raytracing acceleration structure. Only applies to buffers.
AccessAttributeArgument rtas;
/// An access attribute argument indicating the resource view can
/// be accessed as a cubemap view.
AccessAttributeArgument cubemap;
/// An access attribute argument indicating the resource view is cleared before
/// the current access. Usually used together with other access args.
/// Implied if the node has a parameter with a clear value semantic (e.g.
/// SV_ClearColor, SV_ClearDepth) which matches the resource binding slot specified
/// by the semantic of the current argument.
AccessAttributeArgument clear;
/// An access attribute argument indicating existing data can
/// be discarded before the current node.
///
/// If the same subresource is accessed by multiple params of the same node,
/// it can be discarded only if all of these params have the discard_before flag.
AccessAttributeArgument discard_before;
/// An access attribute argument indicating data can be discarded
/// after the current node.
///
/// Usually, the runtime automatically determines if the subresource data can be
/// discarded after a node by checking if it may be read later on. (For example,
/// if the current access is the last access of a transient resource in a frame,
/// or if the next access is a full subresource overwrite.). As a result, this
/// argument typically doesn't need to be specified explicitly. It is provided
/// to allow forcing this behavior for debugging and testing purposes.
///
/// If the same subresource is accessed by multiple params of the same node,
/// it can be discarded after only if all of these params have the discard_after flag.
AccessAttributeArgument discard_after;
/// A view of a render target texture.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define rtv [readwrite(rendertarget)] texture
/// A view of a depth/stencil texture.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define dsv [readwrite(depth, stencil)] texture
/// A view of a render target resource that can be discarded before writing.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define discard_rtv [writeonly(rendertarget)] texture
/// A texture shader resource view accessible from both pixel shaders and
/// non-pixel shaders.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define srv [readonly(ps, cs)] texture
/// A buffer shader resource view accessible from both pixel shaders and
/// non-pixel shaders.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define srv_buf [readonly(ps, cs)] buffer
/// A texture shader resource view that can only be accessed by pixel shaders.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define ps_srv [readonly(ps)] texture
/// A buffer shader resource view that can only be accessed by pixel shaders.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define ps_srv_buf [readonly(ps)] buffer
/// An unordered access texture resource view.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define uav [readwrite(ps, cs)] texture
/// An unordered access buffer resource view.
///
/// This define is a shortcut for using the underlying access attributes
/// directly.
#define uav_buf [readwrite(ps, cs)] buffer
/// @} end defgroup access
/// @} end defgroup node
/// @defgroup Resource Resource Declarations
/// @{
/// An enumeration of available format values for resources and resource views.
/// see @ref RpsFormat.
typedef enum RPS_FORMAT
{
RPS_FORMAT_UNKNOWN,
RPS_FORMAT_R32G32B32A32_TYPELESS,
RPS_FORMAT_R32G32B32A32_FLOAT,
RPS_FORMAT_R32G32B32A32_UINT,
RPS_FORMAT_R32G32B32A32_SINT,
RPS_FORMAT_R32G32B32_TYPELESS,
RPS_FORMAT_R32G32B32_FLOAT,
RPS_FORMAT_R32G32B32_UINT,
RPS_FORMAT_R32G32B32_SINT,
RPS_FORMAT_R16G16B16A16_TYPELESS,
RPS_FORMAT_R16G16B16A16_FLOAT,
RPS_FORMAT_R16G16B16A16_UNORM,
RPS_FORMAT_R16G16B16A16_UINT,
RPS_FORMAT_R16G16B16A16_SNORM,
RPS_FORMAT_R16G16B16A16_SINT,
RPS_FORMAT_R32G32_TYPELESS,
RPS_FORMAT_R32G32_FLOAT,
RPS_FORMAT_R32G32_UINT,
RPS_FORMAT_R32G32_SINT,
RPS_FORMAT_R32G8X24_TYPELESS,
RPS_FORMAT_D32_FLOAT_S8X24_UINT,
RPS_FORMAT_R32_FLOAT_X8X24_TYPELESS,
RPS_FORMAT_X32_TYPELESS_G8X24_UINT,
RPS_FORMAT_R10G10B10A2_TYPELESS,
RPS_FORMAT_R10G10B10A2_UNORM,
RPS_FORMAT_R10G10B10A2_UINT,
RPS_FORMAT_R11G11B10_FLOAT,
RPS_FORMAT_R8G8B8A8_TYPELESS,
RPS_FORMAT_R8G8B8A8_UNORM,
RPS_FORMAT_R8G8B8A8_UNORM_SRGB,
RPS_FORMAT_R8G8B8A8_UINT,
RPS_FORMAT_R8G8B8A8_SNORM,
RPS_FORMAT_R8G8B8A8_SINT,
RPS_FORMAT_R16G16_TYPELESS,
RPS_FORMAT_R16G16_FLOAT,
RPS_FORMAT_R16G16_UNORM,
RPS_FORMAT_R16G16_UINT,
RPS_FORMAT_R16G16_SNORM,
RPS_FORMAT_R16G16_SINT,
RPS_FORMAT_R32_TYPELESS,
RPS_FORMAT_D32_FLOAT,
RPS_FORMAT_R32_FLOAT,
RPS_FORMAT_R32_UINT,
RPS_FORMAT_R32_SINT,
RPS_FORMAT_R24G8_TYPELESS,
RPS_FORMAT_D24_UNORM_S8_UINT,
RPS_FORMAT_R24_UNORM_X8_TYPELESS,
RPS_FORMAT_X24_TYPELESS_G8_UINT,
RPS_FORMAT_R8G8_TYPELESS,
RPS_FORMAT_R8G8_UNORM,
RPS_FORMAT_R8G8_UINT,
RPS_FORMAT_R8G8_SNORM,
RPS_FORMAT_R8G8_SINT,
RPS_FORMAT_R16_TYPELESS,
RPS_FORMAT_R16_FLOAT,
RPS_FORMAT_D16_UNORM,
RPS_FORMAT_R16_UNORM,
RPS_FORMAT_R16_UINT,
RPS_FORMAT_R16_SNORM,
RPS_FORMAT_R16_SINT,
RPS_FORMAT_R8_TYPELESS,
RPS_FORMAT_R8_UNORM,
RPS_FORMAT_R8_UINT,
RPS_FORMAT_R8_SNORM,
RPS_FORMAT_R8_SINT,
RPS_FORMAT_A8_UNORM,
RPS_FORMAT_R1_UNORM,
RPS_FORMAT_R9G9B9E5_SHAREDEXP,
RPS_FORMAT_R8G8_B8G8_UNORM,
RPS_FORMAT_G8R8_G8B8_UNORM,
RPS_FORMAT_BC1_TYPELESS,
RPS_FORMAT_BC1_UNORM,
RPS_FORMAT_BC1_UNORM_SRGB,
RPS_FORMAT_BC2_TYPELESS,
RPS_FORMAT_BC2_UNORM,
RPS_FORMAT_BC2_UNORM_SRGB,
RPS_FORMAT_BC3_TYPELESS,
RPS_FORMAT_BC3_UNORM,
RPS_FORMAT_BC3_UNORM_SRGB,
RPS_FORMAT_BC4_TYPELESS,
RPS_FORMAT_BC4_UNORM,
RPS_FORMAT_BC4_SNORM,
RPS_FORMAT_BC5_TYPELESS,
RPS_FORMAT_BC5_UNORM,
RPS_FORMAT_BC5_SNORM,
RPS_FORMAT_B5G6R5_UNORM,
RPS_FORMAT_B5G5R5A1_UNORM,
RPS_FORMAT_B8G8R8A8_UNORM,
RPS_FORMAT_B8G8R8X8_UNORM,
RPS_FORMAT_B8G8R8A8_TYPELESS,
RPS_FORMAT_B8G8R8A8_UNORM_SRGB,
RPS_FORMAT_B8G8R8X8_TYPELESS,
RPS_FORMAT_B8G8R8X8_UNORM_SRGB
RPS_FORMAT_BC6H_TYPELESS,
RPS_FORMAT_BC6H_UF16,
RPS_FORMAT_BC6H_SF16,
RPS_FORMAT_BC7_TYPELESS,
RPS_FORMAT_BC7_UNORM,
RPS_FORMAT_BC7_UNORM_SRGB,
RPS_FORMAT_AYUV,
RPS_FORMAT_Y410,
RPS_FORMAT_Y416,
RPS_FORMAT_NV12,
RPS_FORMAT_P010,
RPS_FORMAT_P016,
RPS_FORMAT_420_OPAQUE,
RPS_FORMAT_YUY2,
RPS_FORMAT_Y210,
RPS_FORMAT_Y216,
RPS_FORMAT_NV11,
RPS_FORMAT_AI44,
RPS_FORMAT_IA44,
RPS_FORMAT_P8,
RPS_FORMAT_A8P8,
RPS_FORMAT_B4G4R4A4_UNORM,
} RPS_FORMAT;
/// The type of resource.
typedef enum RPS_RESOURCE_TYPE
{
/// The resource is a buffer.
RPS_RESOURCE_BUFFER = 0,
/// The resource is a 1D texture.
RPS_RESOURCE_TEX1D = 1,
/// The resource is a 2D texture.
RPS_RESOURCE_TEX2D = 2,
/// The resource is a 3D texture.
RPS_RESOURCE_TEX3D = 3
} RPS_RESOURCE_TYPE;
/// An enumeration of additional resource flags.
typedef enum RPS_RESOURCE_FLAGS
{
/// There are no flags specified on the resource.
RPS_RESOURCE_FLAG_NONE = 0,
/// The resource supports cubemap views.
RPS_RESOURCE_FLAG_CUBEMAP_COMPATIBLE = 1 << 1,
/// Force rowmajor image layout.
RPS_RESOURCE_FLAG_ROWMAJOR_IMAGE = 1 << 2,
/// The resource is preferred to be in GPU-local CPU-visible heap if available.
RPS_RESOURCE_FLAG_PREFER_GPU_LOCAL_CPU_VISIBLE = 1 << 3,
/// The resource is preferred to be in dedicated allocation or as committed resource.
RPS_RESOURCE_FLAG_PREFER_DEDICATED_ALLOCATION = 1 << 4,
/// The resource data is persistent from frame to frame. (i.e.: It should not be destroyed or aliased).
RPS_RESOURCE_FLAG_PERSISTENT = 1 << 15,
} RPS_RESOURCE_FLAGS;
/// A structure encapsulating a description of a resource.
typedef struct ResourceDesc
{
RPS_RESOURCE_TYPE Type; ///< The type of resource.
uint TemporalLayers; ///< The number of temporal layers in the resource.
RPS_RESOURCE_FLAGS Flags; ///< The flags of the resource.
uint Width; ///< The width if the resource is a texture, or the lower 32 bit of the byte size if the resource is a buffer.
uint Height; ///< The height if the resource is a texture, or the higher 32 bit of the byte size if the resource is a buffer.
uint DepthOrArraySize; ///< The depth if the resource is a 3D texture, or the array size if the resource is a 1D/2D texture.
uint MipLevels; ///< The number of mipmap levels in the resource.
RPS_FORMAT Format; ///< The format of the resource.
uint SampleCount; ///< The sample count of the resource.
} ResourceDesc;
/// A structure encapsulating a description of a texture sub resource range.
typedef struct SubResourceRange
{
uint BaseMipLevel; ///< The base mip level of the view.
uint MipLevelCount; ///< The mipmap level count of the view.
uint BaseArrayLayer; ///< The first array layer of the view.
uint ArrayLayerCount; ///< The array layer count of the view.
} SubResourceRange;
/// An enumeration of resource view flags.
typedef enum RESOURCE_VIEW_FLAGS
{
RPS_RESOURCE_VIEW_FLAG_NONE = 0, ///< No special resource view flags.
RPS_RESOURCE_VIEW_FLAG_CUBEMAP_BIT = 1 << 0, ///< The resource view is used as cubemaps.
} RESOURCE_VIEW_FLAGS;
/// A texture resource view.
typedef struct texture
{
uint Resource; ///< The resource Id of the texture view.
RPS_FORMAT ViewFormat; ///< The format of the texture view. RPS_FORMAT_UNKNOWN indicates the format is inherited from the resource.
uint TemporalLayer; ///< The temporal layer of the texture view.
RESOURCE_VIEW_FLAGS Flags; ///< The flags of the texture view.
SubResourceRange SubresourceRange; ///< The subresource range of the texture view.
float MinLodClamp; ///< The min LOD clamp of the texture view.
uint ComponentMapping; ///< A 32 bit value specifying the color component (RGBA channel) mapping of the view.
/// Get the resource description.
///
ResourceDesc desc() const;
/// Get the parent texture view (a full, default view for the resource)
/// which the current view is derived from. Or the view itself if it is the full default view.
///
texture base() const;
/// Create a derived texture view with the given array slice index range.
///
/// @param baseArrayLayer The first array layer to view.
/// @param arrayLayerCount The array layer count to view. -1 means all remaining array layers starting from <c>baseArrayLayer</c>.
///
/// @returns
/// The derived texture view.
texture array(in uint baseArrayLayer, in int arrayLayerCount);
/// Create a derived texture view with one single array layer at the given array layer index.
///
/// @param singleLayer The array layer to view.
///
/// @returns The derived texture view.
texture array(in uint singleLayer);
/// Create a derived texture view with the given mip level range.
///
/// @param baseMipLevel The first mip level to view.
/// @param mipLevelCount The number of mips in the view. -1 means all remaining mips starting from <c>baseMipLevel</c>.
///
/// @returns The derived texture view.
texture mips(in uint baseMipLevel, in int mipLevelCount);
/// Create a derived texture view with one single mip level.
///
/// @param singleMipLevel The mip level to view.
///
/// @returns The derived texture view.
texture mips(in uint singleMipLevel);
/// Create a derived texture view with the given format override.
/// Refer to API-specific restrictions of what formats can be used to create view.
///
/// @param viewFormat The view format.
///
/// @returns The derived texture view.
texture format(in uint viewFormat);
/// Create a derived texture view with the given temporal layer for temporal textures.
///
/// 0 means the current frame (default), 1 means the previous frame, 2 means two frames before, etc. If
/// temporalLayer is larger than the amount of previous frames, temporalLayer = RpsRenderGraphUpdateInfo::frameIndex
/// will be used instead, resolving to the very first slice. Accesses with temporalLayer >= ResourceDesc::TemporalLayers
/// use temporalLayer % ResourceDesc::TemporalLayers instead. For any access with temporalLayer = n you may need to
/// make sure that n frames ago or earlier all attributes of the access already have at least been used once for an
/// access to the resource. Note: This requirement is a temporary solution and will change in the future.
///
/// @param temporalLayer The temporal layer.
///
/// @returns The derived texture view.
texture temporal(in uint temporalLayer);
/// Create a cubemap view.
/// The texture must be a texture array with at least 6 array layers.
///
/// @returns The derived texture view.
texture cubemap();
} texture;
/// A buffer resource or buffer resource view.
typedef struct buffer {
uint Resource; ///< The resource Id of the buffer view.
RpsFormat ViewFormat; ///< The format of the buffer view. RPS_FORMAT_UNKNOWN indicates the view is unformatted (e.g. a structured buffer, raw buffer, or not accessed via a shader).
uint32_t TemporalLayer; ///< The temporal layer of the buffer view.
RESOURCE_VIEW_FLAGS Flags; ///< The flags of the texture view.
uint64_t Offset; ///< The offset in bytes from the start of the buffer resource.
uint64_t SizeInBytes; ///< The size in bytes of the buffer view.
uint32_t Stride; ///< The stride in bytes of the buffer view. Non-0 value indicates a structured buffer.
/// Get the resource description.
///
ResourceDesc desc();
/// Get the parent view (a full, default view for the resource)
/// which the current view is derived from. Or the view itself if it is the full default view.
///
buffer base();
/// Create a derived buffer view with the given format override.
/// Usually used to bind as a formatted buffer in the shader.
/// Default value is RPS_FORMAT_UNKNOWN.
///
/// @param viewFormat The view format.
///
/// @returns
/// The derived buffer view.
buffer format(in uint viewFormat);
/// Create a derived buffer view with the given structure stride.
/// Usually used to bind as a structured buffer in the shader.
/// Default value is 0.
///
/// @param structByteStride The struct stride in bytes.
///
/// @returns
/// The derived buffer view.
buffer stride(in uint structByteStride);
/// Create a derived buffer view with the given byte range.
///
/// @param offset The byte offset of the view.
/// @param size The size of the view in bytes.
///
/// @returns
/// The derived buffer view.
buffer bytes(in uint64_t offset, in uint64_t size);
/// Create a derived buffer view with the given element range.
/// If the view's Format is RPS_FORMAT_UNKNOWN and StructureByteStride is 0,
/// element size is treated as 1 byte.
///
/// @param firstElement The offset of the view in number of elements.
/// @param elementCount The size of the view in number of elements.
///
/// @returns
/// The derived buffer view.
buffer elements(in uint64_t firstElement, in uint64_t elementCount);
/// Create a derived buffer view with the given temporal layer for temporal buffers.
/// 0 means the current frame (default), 1 means the previous frame, 2 means two frames before, etc.
///
/// @param temporalLayer The temporal layer.
///
/// @returns
/// The derived texture view.
texture temporal(in uint temporalLayer);
} buffer;
/// Get a description of a texture resource.
///
/// @param resource The resource to obtain a description of.
///
/// @returns A description of a resource.
ResourceDesc describe_resource(texture resource);
/// Get a description of a buffer resource.
///
/// @param resource The resource to obtain a description of.
///
/// @returns A description of a resource.
ResourceDesc describe_resource(buffer resource);
/// Get a description of a texture resource.
///
/// @param resource The resource to obtain a description of.
///
/// @returns A description of a resource.
ResourceDesc describe_texture(texture resource);
/// Get a description of a buffer resource.
///
/// @param resource The resource to obtain a description of.
///
/// @returns A description of a resource.
ResourceDesc describe_buffer(buffer resource);
/// Create a texture resource.
///
/// @param description The description of the resource to create
///
/// @returns
/// A new resource matching the description.
texture create_texture(ResourceDesc description);
/// Create a buffer resource.
///
/// @param description The description of the resource to create
///
/// @returns A new resource matching the description.
texture create_buffer(ResourceDesc description);
/// Create a texture 1D resource.
///
/// @param format The format of the texture.
/// @param width The width of the texture.
/// @param numMips The number of mipmap levels. Default value is 1.
/// @param arraySlices The number of array slices. Default value is 1.
/// @param numTemporalLayers The number of temporal layers. Default value is 1.
/// @param flags Any additional resource flags. Default value is <c>rps::resource_flags::none</c>.
///
/// @returns A default view of the new texture 1D resource matching the description.
texture create_tex1d(RPS_FORMAT format, uint width, uint numMips = 1, uint arraySlices = 1, uint numTemporalLayers = 1, RPS_RESOURCE_FLAGS flags = RPS_RESOURCE_FLAG_NONE);
/// Create a texture 2D resource.
///
/// @param format The format of the texture.
/// @param width The width of the texture.
/// @param height The height of the texture.
/// @param numMips The number of mipmap levels. Default value is 1.
/// @param arraySlices The number of array slices. Default value is 1.
/// @param numTemporalLayers The number of temporal layers. Default value is 1.
/// @param sampleCount The number of samples. Default value is 1.
/// @param sampleQuality The level of sample quality. Default value is 0.
/// @param flags Any additional resource flags. Default value is <c>rps::resource_flags::none</c>.
///
/// @returns A default view of the new texture 2D resource matching the description.
texture create_tex2d( RPS_FORMAT format, uint width, uint height, uint numMips = 1, uint arraySlices = 1, uint numTemporalLayers = 1, uint sampleCount = 1, uint sampleQuality = 0, RPS_RESOURCE_FLAGS flags = RPS_RESOURCE_FLAG_NONE);
/// Create a texture 3D resource.
///
/// @param format The format of the texture.
/// @param width The width of the texture.
/// @param height The height of the texture.
/// @param depth The depth of the texture.
/// @param numMips The number of mipmap levels. Default value is 1.
/// @param numTemporalLayers The number of temporal layers. Default value is 1.
/// @param flags Any additional resource flags. Default value is <c>rps::resource_flags::none</c>.
///
/// @returns A default view of the new texture 3D resource matching the description.
texture create_tex3d(RPS_FORMAT format, uint width, uint height, uint depth, uint numMips = 1, uint numTemporalLayers = 1, RPS_RESOURCE_FLAGS flags = RPS_RESOURCE_FLAG_NONE);
/// Create a buffer resource.
///
/// @param width The width of the buffer.
/// @param numTemporalLayers The number of temporal layers. Default value is 1.
/// @param flags Any additional resource flags. Default value is <c>rps::resource_flags::none</c>.
///
/// @returns A default view of the new buffer resource matching the description.
buffer create_buffer(uint64_t width, uint numTemporalLayers = 1, RPS_RESOURCE_FLAGS flags = RPS_RESOURCE_FLAG_NONE);
/// Create a texture resource view.
///
/// @param resource The texture view to derive from.
/// @param baseMipLevel The base mip level of the derived view.
/// @param mipLevelCount The mipmap level count of the derived view.
/// @param baseArrayLayer The first array layer of the derived view.
/// @param arrayLayerCount The array layer count of the derived view.
/// @param temporalLayer The temporal layer of the derived view.
/// @param format The override format of the derived view.
///
/// @returns The derived texture view.
texture create_texture_view(texture resource, uint baseMipLevel = 0, uint mipLevelCount = 1, uint baseArrayLayer = 0, uint arrayLayerCount = 1, uint temporalLayer = 0, RPS_FORMAT format = RPS_FORMAT_UNKNOWN);
/// @brief Create a derived buffer resource view.
/// @param resource The buffer view to derive from.
/// @param offset The offset in bytes of the derived buffer.
/// @param sizeInBytes The size in bytes of the derived buffer.
/// @param temporalLayer The temporal layer of the derived buffer.
/// @param format The format of the derived buffer.
///
/// @return The derived buffer view.
buffer create_buffer_view(buffer resource, uint64_t offset = 0, uint64_t sizeInBytes = 0, uint temporalLayer = 0, RPS_FORMAT format = RPS_FORMAT_UNKNOWN);
/// @} end defgroup Resource
/// @defgroup BuiltInNodes Built-in Nodes
/// @{
/// Flags used by a built-in clear node. Defines the target view access and clear data format.
typedef enum RPS_CLEAR_FLAGS
{
RPS_CLEAR_COLOR = 1 << 0, ///< Clear the target as render target view.
RPS_CLEAR_DEPTH = 1 << 1, ///< Clear the depth plane.
RPS_CLEAR_STENCIL = 1 << 2, ///< Clear the stencil plane.
RPS_CLEAR_DEPTHSTENCIL = RPS_CLEAR_DEPTH | RPS_CLEAR_STENCIL, ///< Clear both depth and stencil plane.
RPS_CLEAR_UAV_FLOAT = 1 << 3, ///< Clear the target as float UAV.
RPS_CLEAR_UAV_UINT = 1 << 4, ///< Clear the target as uint UAV.
} RPS_CLEAR_FLAGS;
/// Built-in node for clearing a color texture by regions.
///
/// @param t View to the target texture to clear.
/// @param data The clear color value.
/// @param numRects The number of subregion rectangles.
/// @param rects An array of subregion rectangles.
graphics node clear_color_regions( [readwrite(rendertarget, clear)] texture t, float4 data : SV_ClearColor, uint numRects, int4 rects[] );
/// Built-in node for clearing a depth-stencil texture by regions.
///
/// @param t View to the target texture to clear.
/// @param option Flags indicating which aspects to clear. Must be a bit wise combination of RPS_CLEAR_DEPTH and RPS_CLEAR_STENCIL.
/// @param d The depth value to clear to. Ignored if option flags doesn't contain RPS_CLEAR_DEPTH.
/// @param s The stencil value to clear to. Ignored if option flags doesn't contain RPS_CLEAR_STENCIL.
/// @param numRects The number of subregion rectangles.
/// @param rects An array of subregion rectangles.
graphics node clear_depth_stencil_regions( [readwrite(depth, stencil, clear)] texture t, RPS_CLEAR_FLAGS option, float d : SV_ClearDepth, uint s : SV_ClearStencil, uint numRects, int4 rects[] );
/// Built-in node for clearing a texture by regions.
///
/// @param t View to the target texture to clear.
/// @param data The clear value. If the texture view has a floating point format, this is the bit representation of the floating point clear values.
/// @param numRects The number of subregion rectangles.
/// @param rects An array of subregion rectangles.
compute node clear_texture_regions( [readwrite(clear)] texture t, uint4 data : SV_ClearColor, uint numRects, int4 rects[] );
/// Built-in node for clearing a texture.
///
/// @param t View to the target texture to clear.
/// @param option Flags specifying the clear behavior.
/// @param data The clear value. If the texture view has a floating point format, this is the bit representation of the floating point clear values.
compute node clear_texture( [writeonly(clear)] texture t, RPS_CLEAR_FLAGS option, uint4 data );
/// Built-in node for clearing a buffer view.
///
/// @param b View to the target buffer to clear.
/// @param option Flags specifying the clear behavior.
/// @param data The clear value. If the buffer view has a floating point format, this is the bit representation of the floating point clear values.
compute node clear_buffer( [writeonly(clear)] buffer b, RPS_CLEAR_FLAGS option, uint4 data );
/// Built-in node for copying between two texture views.
///
/// @param dst ///< The destination texture view.
/// @param dstOffset ///< The upper left front corner of the destination region to copy to.
/// @param src ///< The source texture view.
/// @param srcOffset ///< The upper left front corner of the source region to copy from.
/// @param extent ///< The extent of the copy region.
copy node copy_texture( [readwrite(copy)] texture dst, uint3 dstOffset, [readonly(copy)] texture src, uint3 srcOffset, uint3 extent );
/// Built-in node for copying between two buffer views.
///
/// @param dst ///< The destination buffer view.
/// @param dstOffset ///< The byte offset of the destination.
/// @param src ///< The source buffer view.
/// @param srcOffset ///< The byte offset of the source.
/// @param size ///< The size in bytes of the copy region.
copy node copy_buffer( [readwrite(copy)] buffer dst, uint64_t dstOffset, [readonly(copy)] buffer src, uint64_t srcOffset, uint64_t size );
/// Built-in node for copying data from a texture view to a buffer view.
///
/// @param dst ///< The destination buffer view.
/// @param dstByteOffset ///< The byte offset of the destination buffer image.
/// @param rowPitch ///< The row pitch in bytes of the destination buffer image.
/// @param bufferImageSize ///< The dimension of the destination buffer image in texels.
/// @param dstOffset ///< The texel offset of the destination region.
/// @param src ///< The source texture view.
/// @param srcOffset ///< The texel offset of the source.
/// @param extent ///< The extent in texels of the copy region.
copy node copy_texture_to_buffer( [readwrite(copy)] buffer dst, uint64_t dstByteOffset, uint rowPitch, uint3 bufferImageSize, uint3 dstOffset, [readonly(copy)] texture src, uint3 srcOffset, uint3 extent );
/// Built-in node for copying data from a buffer view to a texture view.
///
/// @param dst ///< The destination texture view.
/// @param dstOffset ///< The texel offset of the destination region.
/// @param src ///< The source buffer view.
/// @param srcByteOffset ///< The byte offset of the source.
/// @param rowPitch ///< The row pitch in bytes of the source buffer image.
/// @param bufferImageSize ///< The dimension of the source buffer image in texels.
/// @param srcOffset ///< The texel offset of the source region.
/// @param extent ///< The extent in texels of the copy region.
copy node copy_buffer_to_texture( [readwrite(copy)] texture dst, uint3 dstOffset, [readonly(copy)] buffer src, uint64_t srcByteOffset, uint rowPitch, uint3 bufferImageSize, uint3 srcOffset, uint3 extent );
/// Flags used to define a built-in resolve node operation.
typedef enum RPS_RESOLVE_MODE
{
RPS_RESOLVE_MODE_AVERAGE, ///< MSAA resolve outputs the average value of all samples.
RPS_RESOLVE_MODE_MIN, ///< MSAA resolve outputs the min value of all samples.
RPS_RESOLVE_MODE_MAX, ///< MSAA resolve outputs the max value of all samples.
RPS_RESOLVE_MODE_ENCODE_SAMPLER_FEEDBACK, ///< The resolve operation is for encoding sampler feedback map (DX12 only)
RPS_RESOLVE_MODE_DECODE_SAMPLER_FEEDBACK, ///< The resolve operation is for decoding sampler feedback map (DX12 only)
} RPS_RESOLVE_MODE;
/// @brief Built-in node for resolving the source texture to a destination. Usually used for MSAA resolve or sampler feedback transcoding.
///
/// @param dst ///< The destination texture view.
/// @param dstOffset ///< The texel offset of the destination region.
/// @param src ///< The source texture view.
/// @param srcOffset ///< The upper left front corner of the source region to copy from.
/// @param extent ///< The extent of the copy region.
/// @param resolveMode ///< The mode of the resolve.
graphics node resolve( [readwrite(resolve)] texture dst, uint2 dstOffset, [readonly(resolve)] texture src, uint2 srcOffset, uint2 extent, RPS_RESOLVE_MODE resolveMode );
/// Built-in node to clear a texture.
///
/// @param dst ///< The texture view to clear.
/// @param clearValue ///< A <i><c>float4</c></i> expressing the clear value.
node clear( [writeonly(rendertarget, clear)] texture dst, float4 clearValue );
/// Built-in node to clear a texture with uint values.
///
/// @param dst ///< The texture view to clear.
/// @param clearValue ///< A <i><c>uint4</c></i> expressing the clear value.
node clear( [writeonly(rendertarget, clear)] texture dst, uint4 clearValue );
/// Built-in node to clear a depth stencil view.
///
/// @param dst ///< The depth / stencil texture view to clear.
/// @param depth ///< The depth value to clear to.
/// @param stencil ///< The stencil value to clear to.
node clear( [writeonly(depth, stencil, clear)] texture dst, float depth, uint stencil );
/// Built-in node to clear a depth view.
///
/// @param dst ///< The depth texture view to clear.
/// @param depth ///< The depth value to clear to.
node clear_depth( [writeonly(depth, clear)] texture dst, float depth );
/// Built-in node to clear a stencil view.
///
/// @param dst ///< The stencil texture view to clear.
/// @param stencil ///< The stencil value to clear to.
node clear_stencil( [writeonly(stencil, clear)] texture dst, uint stencil );
/// Built-in node to clear a buffer UAV with float values.
///
/// @param dst ///< The texture view to clear.
/// @param val ///< The value to clear to.
node clear( [readwrite(clear)] buffer dst, float4 val );
/// Built-in node to clear a buffer UAV with uint values.
///
/// @param dst ///< The texture view to clear.
/// @param val ///< The value to clear to.
node clear( [readwrite(clear)] buffer dst, uint4 val );
/// Built-in node to copy between two texture views with identical properties.
///
/// @param dst ///< The destination texture view.
/// @param src ///< The source texture view.
node copy_texture( [writeonly(copy)] texture dst, [readonly(copy)] texture src );
/// Built-in node to copy between two buffer views with identical properties.
///
/// @param dst ///< The destination buffer view.
/// @param src ///< The source buffer view.
node copy_buffer( [readwrite(copy)] buffer dst, [readonly(copy)] buffer src );
/// A structure encapsulating 6 floats describing a viewport.
/// Explicitly specifies viewports in a graphics node.
///
/// Example usage: `graphics node Foo( rtv myRT, RpsViewport vp : SV_Viewport0 );`
typedef struct RpsViewport
{
float x; ///< The left position of the viewport.
float y; ///< The top position of the viewport.
float width; ///< The width of the viewport.
float height; ///< The height of the viewport.
float minZ; ///< The min Z value of the viewport.
float maxZ; ///< The max Z value of the viewport.
} RpsViewport;
/// A helper function to construct a RpsViewport.
RpsViewport viewport(float x, float y, float width, float height, float minZ = 0.0f, float maxZ = 1.0f);
/// A helper function to construct a RpsViewport with x = 0, y = 0, minZ = 0.0f, maxZ = 1.0f, and custom width and height.
RpsViewport viewport(float width, float height);
/// @} end defgroup BuiltInNodes
/// @defgroup scheduling Scheduling Intrinsics
/// @{
/// An intrinsic indicating a node scheduling barrier, instruct the RPS scheduler to not reschedule nodes across this point.
void sch_barrier();
/// A attribute that applies to a scope or a function definition, indicating the subject scope forms a subgraph
/// which various subgraph scheduling attribute arguments apply.
keyword subgraph;
/// A subgraph attribute argument indicating nodes outside the subgraph cannot be scheduled in between nodes within the subgraph.
SubgraphAttribute atomic;
/// A subgraph attribute argument indicating the subgraph nodes cannot be reordered with other nodes in the same subgraph.