Semantic Signatures

Overview

A semantic signature describes the inputs and outputs of an HLSL shader entry point: the semantics each value carries, its component type, and where it is placed in the input/output register space. The DirectX Container (DXContainer) stores this information in binary signature parts (ISG1, OSG1) and in the pipeline state validation part (PSV0). To assist with the construction of, and interaction with, these parts, a semantic signature is represented as metadata (dx.semantic.signatures) in the LLVM IR. The metadata can then be converted to its binary form, as defined in SemanticSignatures.h. This document serves as a reference for the metadata representation of a semantic signature for users to interface with.

Metadata Representation

Consider the reference shaders below, then the following sections describe the metadata representation of their signatures and the corresponding operands.

float4 vs_main(float4 pos   : POSITION,
               float4 uv[2] : TEXCOORD0) : SV_Position {
  return pos + uv[0] + uv[1];
}

struct PSOut {
  float4 color : SV_Target0;
  float4 extra : SV_Target1;
};

PSOut ps_main(float4 pos : SV_Position,
              float4 uv0 : TEXCOORD0,
              float4 uv1 : TEXCOORD1) {
  PSOut o;
  o.color = pos + uv0;
  o.extra = float4(uv1.xyz, 1);
  return o;
}

Note: A signature does not necessarily have a unique metadata representation. Further, a malformed signature can be represented in the metadata format, and so it is the user’s responsibility to verify that it is a well-formed signature.

Named Signature Table

!dx.semantic.signatures = !{!1, !2}

A named metadata node, dx.semantic.signatures, is used to identify the table of per-entry-point semantic signatures. The table itself is a list of references to function/signature triples. If no entry point has a signature, the named metadata node may be omitted entirely.

Function/Signature Triple

!1 = !{ ptr @vs_main, !3, !4 }

The function/signature triple associates an entry-point function (the first operand) with its input signature element list (the second operand) and output signature element list (the third operand). Either list may be null. An entry function may appear at most once.

Signature Element List

!3 = !{ !5, !6 }

A signature element list consists of a list of references to signature element nodes.

Signature Element

!5 = !{ i32 0, !"TEXCOORD", i32 9, i32 0, !50, i32 0, i32 1, i8 4, i32 0, i8 0, i8 0, i8 0, i32 0 }

A signature element describes a single packed range of signature rows. It retains all information needed to serialize into ISG1, OSG1 and PSV0.

Name

Type

Description

Signature ID

i32

dense 0-based index within the entry function signature list; matches the operand of llvm.dx.load.input / llvm.dx.store.output

Semantic Name

metadata string

the semantic name (e.g. !"TEXCOORD", !"SV_Position")

Component Type

i32

component type; see llvm::dxil::ElementType.

Semantic Kind

i32

semantic kind; Arbitrary (0) for user-defined semantics, the corresponding SV_* value otherwise. See SEMANTIC_KIND

Semantic Indices

metadata node

reference to a semantic indices node

Interpolation Mode

i32

interpolation mode; see INTERPOLATION_MODE

Rows

i32

number of consecutive register rows occupied

Cols

i8

number of components per row (1–4)

Start Row

i32

starting register row; -1 (0xFFFFFFFF) if unallocated

Start Column

i8

starting component column; -1 (0xFF) if unallocated, otherwise 0–3

Usage Mask

i8

4-bit bitmask of components that are always read (input) or may be written (output).

Dynamic Index Mask

i8

4-bit bitmask of components that are dynamically indexed

GS Output Stream Index

i32

GS output stream index; 0 for non-GS stages

Derived Container Fields

The following container fields are derived from the operands above:

  • Allocated: allocated iff StartRow != -1 and StartCol != -1 (the sentinels are always set together).

  • DeclaredMask: ((1 << Cols) - 1) << StartCol.

  • AlwaysReads / NeverWrites: UsageMask is written to AlwaysReads for inputs; for outputs NeverWrites = ~UsageMask & DeclaredMask.

  • MinPrecision: from CompType plus the UseMinPrecision module flag.

Semantic Indices

!50 = !{ i32 0 }
!51 = !{ i32 0, i32 1 }

A metadata node of one or more semantic indices. Its length must equal the Rows field of the containing signature element.

Signature Packing

Before a semantic signature is serialized, each element that participates in packing is assigned a location in a fixed register space of 32 rows and 4 columns. An element occupies a rectangle of Rows consecutive registers and Cols consecutive components. Its allocated location is recorded in StartRow and StartCol.

The packing helper classifies each element from its semantic kind, shader stage, and I/O type. Elements with the NotAllocated interpretation are accessed by other means and retain the unallocated row and column sentinels. The remaining interpretations accepted by a packing algorithm are assigned locations according to that algorithm’s rules. If an eligible element cannot be placed, packing returns a SignaturePackingError identifying the element that failed.

The packing APIs are declared in SemanticSignaturePacking.h, and the in-memory element representation they operate on is declared in SemanticSignatures.h.

Stacked Packing

Stacked packing is used for a vertex shader input signature. Eligible elements are visited in declaration order. Each starts at column zero of the first row after the preceding element, and a multi-row element occupies consecutive rows. Elements are never co-packed into the unused columns of another element, and interpolation mode, component type, and semantic interpretation do not otherwise affect placement.

For example:

struct VSIn {
  float A       : A;
  float3 B[2]   : B;
  uint VertexID : SV_VertexID;
};

The signature is allocated as:

reg0: A.x        | unused.yzw
reg1: B[0].xyz   | unused.w
reg2: B[1].xyz   | unused.w
reg3: VertexID.x | unused.yzw

Indexed Packing

Indexed packing is used for a pixel shader output signature. Each eligible SV_Target element occupies one row and starts at column zero. Its semantic index directly selects that row, so declaration order does not affect placement and rows without a corresponding semantic index remain unused. Elements that do not contribute to the target register space remain unallocated.

For example:

struct PSOut {
  float4 Color3 : SV_Target3;
  float Color0  : SV_Target0;
  float2 Color2 : SV_Target2;
};

The signature is allocated as:

reg0: Color0.x  | unused.yzw
reg1: unused.xyzw
reg2: Color2.xy | unused.zw
reg3: Color3.xyzw