Root Signatures

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Overview

A root signature is used to describe what resources a shader needs access to and how they're organized and bound in the pipeline. The DirectX Container (DXContainer) contains a root signature part (RTS0), which stores this information in a binary format. To assist with the construction of, and interaction with, a root signature is represented as metadata (dx.rootsignatures ) in the LLVM IR. The metadata can then be converted to its binary form, as defined in llvm/include/llvm/llvm/Frontend/HLSL/RootSignatureMetadata.h. This document serves as a reference for the metadata representation of a root signature for users to interface with.

Metadata Representation

Consider the reference root signature, then the following sections describe the metadata representation of this root signature and the corresponding operands.

RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
RootConstants(b0, space = 1, num32Constants = 3),
CBV(b1, flags = 0),
StaticSampler(
  filter = FILTER_MIN_MAG_POINT_MIP_LINEAR,
  addressU = TEXTURE_ADDRESS_BORDER,
),
DescriptorTable(
  visibility = VISIBILITY_ALL,
  SRV(t0, flags = DATA_STATIC_WHILE_SET_AT_EXECUTE),
  UAV(
    numDescriptors = 5, u1, space = 10, offset = 5,
    flags = DATA_VOLATILE
  )
)

:::{note} A root signature does not necessarily have a unique metadata representation. Futher, a malformed root signature can be represented in the metadata format, (eg. mixing Sampler and non-Sampler descriptor ranges), and so it is the user's responsibility to verify that it is a well-formed root signature. :::

Named Root Signature Table

!dx.rootsignatures = !{!0}

A named metadata node, dx.rootsignatures` is used to identify the root signature table. The table itself is a list of references to function/root signature pairs.

Function/Root Signature Pair

!1 = !{ptr @main, !2, i32 2 }

The function/root signature associates a function (the first operand) with a reference to a root signature (the second operand). The root signature version (the third operand) used for validation logic and binary format follows.

Root Signature

!2 = !{ !3, !4, !5, !6, !7 }

The root signature itself simply consists of a list of references to its root signature elements.

Root Signature Element

A root signature element is identified by the first operand, which is a string. The following root signature elements are defined:

Identifier StringRoot Signature Element
“RootFlags”Root Flags
“RootConstants”Root Constants
“RootCBV”Root Descriptor
“RootSRV”Root Descriptor
“RootUAV”Root Descriptor
“StaticSampler”Static Sampler
“DescriptorTable”Descriptor Table

Below is listed the representation for each type of root signature element.

Root Flags

!3 = { !"RootFlags", i32 1 }
DescriptionType
Root Signature Flagsi32

Root Constants

!4 = { !"RootConstants", i32 0, i32 1, i32 2, i32 3 }
DescriptionType
Shader Visibilityi32
Shader Registeri32
Register Spacei32
Number 32-bit Valuesi32

Root Descriptor

As noted in the table above, the first operand will denote the type of root descriptor.

!5 = { !"RootCBV", i32 0, i32 1, i32 0, i32 0 }
DescriptionType
Shader Visibilityi32
Shader Registeri32
Register Spacei32
Root Descriptor Flagsi32

Static Sampler

!6 = !{ !"StaticSampler", i32 1, i32 4, ... }; remaining operands omitted for space
DescriptionType
Filteri32
AddressUi32
AddressVi32
AddressWi32
MipLODBiasfloat
MaxAnisotropyi32
ComparisonFunci32
BorderColori32
MinLODfloat
MaxLODfloat
ShaderRegisteri32
RegisterSpacei32
Shader Visibilityi32

Descriptor Table

A descriptor table consists of a visibility and the remaining operands are a list of references to its descriptor ranges.

:::{note} The term Descriptor Table Clause is synonymous with Descriptor Range when referencing the implementation details. :::

!7 = { !"DescriptorTable", i32 0, !8, !9 }
DescriptionType
Shader Visibilityi32
Descriptor Range ElementsDescriptor Range

Descriptor Range

Similar to a root descriptor, the first operand will denote the type of descriptor range. It is one of the following types:

  • “CBV”
  • “SRV”
  • “UAV”
  • “Sampler”
!8 = !{ !"SRV", i32 1, i32 0, i32 0, i32 -1, i32 4 }
!9 = !{ !"UAV", i32 5, i32 1, i32 10, i32 5, i32 2 }
DescriptionType
Number of Descriptors in Rangei32
Shader Registeri32
Register Spacei32
Offseti32
Descriptor Range Flagsi32