xref: /llvm-project/clang/docs/HLSL/EntryFunctions.rst (revision a8a49923ddf75be9b6166be2f6a1f50a99817841)
1====================
2HLSL Entry Functions
3====================
4
5.. contents::
6   :local:
7
8Usage
9=====
10
11In HLSL, entry functions denote the starting point for shader execution. They
12must be known at compile time. For all non-library shaders, the compiler assumes
13the default entry function name ``main``, unless the DXC ``/E`` option is
14provided to specify an alternate entry point. For library shaders entry points
15are denoted using the ``[shader(...)]`` attribute.
16
17All scalar parameters to entry functions must have semantic annotations, and all
18struct parameters must have semantic annotations on every field in the struct
19declaration. Additionally if the entry function has a return type, a semantic
20annotation must be provided for the return type as well.
21
22HLSL entry functions can be called from other parts of the shader, which has
23implications on code generation.
24
25Implementation Details
26======================
27
28In Clang, the DXC ``/E`` option is translated to the cc1 flag ``-hlsl-entry``,
29which in turn applies the ``HLSLShader`` attribute to the function with the
30specified name. This allows code generation for entry functions to always key
31off the presence of the ``HLSLShader`` attribute, regardless of what shader
32profile you are compiling.
33
34In code generation, two functions are generated. One is the user defined
35function, which is code generated as a mangled C++ function with internal
36linkage following normal function code generation.
37
38The actual exported entry function which can be called by the GPU driver is a
39``void(void)`` function that isn't name mangled. In code generation we generate
40the unmangled entry function to serve as the actual shader entry. The shader
41entry function is annotated with the ``hlsl.shader`` function attribute
42identifying the entry's pipeline stage.
43
44The body of the unmangled entry function contains first a call to execute global
45constructors, then instantiations of the user-defined entry parameters with
46their semantic values populated, and a call to the user-defined function.
47After the call instruction the return value (if any) is saved using a
48target-appropriate intrinsic for storing outputs (for DirectX, the
49``llvm.dx.store.output``). Lastly, any present global destructors will be called
50immediately before the return. HLSL does not support C++ ``atexit``
51registrations, instead calls to global destructors are compile-time generated.
52
53.. note::
54
55   HLSL support in Clang is currently focused on compute shaders, which do not
56   support output semantics. Support for output semantics will not be
57   implemented until other shader profiles are supported.
58
59Below is example IR that represents the planned implementation, subject to
60change as the ``llvm.dx.store.output`` and ``llvm.dx.load.input`` intrinsics are
61not yet implemented.
62
63.. code-block:: none
64
65   ; Function Attrs: norecurse
66   define void @main() #1 {
67      entry:
68      %0 = call i32 @llvm.dx.load.input.i32(...)
69      %1 = call i32 @"?main@@YAXII@Z"(i32 %0)
70      call @llvm.dx.store.output.i32(%1, ...)
71      ret void
72   }
73
74