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# Root Signatures
```{toctree}
:hidden: true
```
## 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](https://github.com/llvm/llvm-project/blob/main/llvm/include/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.
```HLSL
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
```LLVM
!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
```LLVM
!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
```LLVM
!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 String | Root 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
```LLVM
!3 = { !"RootFlags", i32 1 }
```
| Description | Type |
| -------------------------------------------- | ---- |
| [Root Signature Flags][root signature flags] | i32 |
## Root Constants
```LLVM
!4 = { !"RootConstants", i32 0, i32 1, i32 2, i32 3 }
```
| Description | Type |
| -------------------------------------- | ---- |
| [Shader Visibility][shader visibility] | i32 |
| Shader Register | i32 |
| Register Space | i32 |
| Number 32-bit Values | i32 |
## Root Descriptor
As noted in the table above, the first operand will denote the type of
root descriptor.
```LLVM
!5 = { !"RootCBV", i32 0, i32 1, i32 0, i32 0 }
```
| Description | Type |
| ---------------------------------------------- | ---- |
| [Shader Visibility][shader visibility] | i32 |
| Shader Register | i32 |
| Register Space | i32 |
| [Root Descriptor Flags][root descriptor flags] | i32 |
## Static Sampler
```LLVM
!6 = !{ !"StaticSampler", i32 1, i32 4, ... }; remaining operands omitted for space
```
| Description | Type |
| -------------------------------------- | ----- |
| [Filter][filter] | i32 |
| [AddressU][addressu] | i32 |
| [AddressV][addressv] | i32 |
| [AddressW][addressw] | i32 |
| MipLODBias | float |
| MaxAnisotropy | i32 |
| [ComparisonFunc][comparisonfunc] | i32 |
| [BorderColor][bordercolor] | i32 |
| MinLOD | float |
| MaxLOD | float |
| ShaderRegister | i32 |
| RegisterSpace | i32 |
| [Shader Visibility][shader visibility] | i32 |
## 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.
:::
```LLVM
!7 = { !"DescriptorTable", i32 0, !8, !9 }
```
| Description | Type |
| -------------------------------------- | ---------------- |
| [Shader Visibility][shader visibility] | i32 |
| Descriptor Range Elements | Descriptor 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"
```LLVM
!8 = !{ !"SRV", i32 1, i32 0, i32 0, i32 -1, i32 4 }
!9 = !{ !"UAV", i32 5, i32 1, i32 10, i32 5, i32 2 }
```
| Description | Type |
| ------------------------------------------------ | ---- |
| Number of Descriptors in Range | i32 |
| Shader Register | i32 |
| Register Space | i32 |
| [Offset][offset] | i32 |
| [Descriptor Range Flags][descriptor range flags] | i32 |
[addressu]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_address_mode
[addressv]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_address_mode
[addressw]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_texture_address_mode
[bordercolor]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_static_border_color>
[comparisonfunc]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_comparison_func>
[descriptor range flags]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_descriptor_range_flags
[filter]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_filter
[offset]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_descriptor_range
[root descriptor flags]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_root_descriptor_flags
[root signature flags]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_root_signature_flags
[shader visibility]: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_shader_visibility