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Add design considerations and clarify process (#46)
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This update adds new documents on design considerations and contact information.

The design considerations document tries to codify some of the basic design language for HLSL and cover common topics that features will need to address in their specification.

This also updates some wording and details around the process docs and specifically about proposal sponsors. We think it is important that Vulkan-specific proposals have a sponsor from the Vulkan Working Group, so that is explicitly stated.
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llvm-beanz authored Nov 30, 2023
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24 changes: 24 additions & 0 deletions docs/Contact.md
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# Contacting the HLSL Team

This page lists some of the public spaces where you can find members of the HLSL.

## Discord Channels

* [DirectX](https://discord.com/invite/directx) - For D3D related
HLSL topics.
* [LLVM](https://discord.gg/xS7Z362) - For HLSL Compiler Modernization and other
compiler topics.

## GitHub Issues

* [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler/issues/new)
- For bugs and feature requests specific to the DXC compiler.
* [hlsl-specs](https://github.com/microsoft/hlsl-specs/issues/new) - For feature
requests for the HLSL language or runtimes (Shader Models, Vulkan, etc).
* [LLVM](https://github.com/llvm/llvm-project/issues/new) - For bugs and feature
requests specific to the Clang HLSL implementation.

## Email

* [Ask HLSL](mailto:[email protected]) - For issues where privacy is
essential.
82 changes: 82 additions & 0 deletions docs/DesignConsiderations.md
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# HLSL Design Considerations

When designing and proposing a feature for HLSL there are some design
considerations that should be taken into account.

## Style Conventions

HLSL's built-in types and methods should conform to a consistent coding style.

* Data types, methods and built-in functions should all be `CamelCase`.
* Namespaces and keywords are lowercase, `_` separated.
* Vulkan-specific functionality should be added to the `vk` namespace.
* Microsoft-style attributes interchangably use `CamelCase` and `_` separation,
but should prefer `CamelCase`
* System Value semantics are case insensitive, should be specified `CamelCase`
and prefixed `SV_`.

## Versioning

All features should consider how users can adapt to the presence or absence of
support. HLSL has two primary revisioning axis: language version and runtime
version. How the two versions interact is not always a clean and easy line to
see.

### Language Changes

> Language versioning changes the core language of HLSL: syntax, grammar,
> semantics, etc.
HLSL identifies language versions by the year of release (2015, 2016, 2017,
2018, 2021, ...), and future language versions have placeholder years (202x,
202y, ...).

Most language features do not require underlying runtime features so they can be
exposed in HLSL regardless of runtime targeting.

Some HLSL language features are _strictly additive_, and may be retroactively
enabled in older language modes. See the section below on "Exposing versioning"
for more information about retroactively exposing features.

### Runtime Changes

> Runtime versioning changes the library functionality of the language: data
> types, methods, etc.
HLSL's supported runtimes are DirectX and Vulkan. For DirectX versioning of HLSL
is broken down by Shader Model and DXIL version, and for Vulkan versioning is
broken down by Vulkan and SPIR-V version.

When a new runtime version is released and no previous HLSL compilers have
supported it, the feature can be added dependent only on targeting the new
runtime version. When a feature is added to a runtime version that has
previously been supported by a compiler release, the feature should be treated
as a retroactive addition. See the section below on "Exposing versioning" for
more information about retroactively exposing features.

### Exposing versioning

HLSL language and target runtime versions are exposed in the HLSL preprocessor
via the built-in preprocessor macros described below:

* **`__HLSL_VERSION`** - Integer value for the HLSL language version. Unreleased
or experimental language versions are defined as a number larger than the
highest released version.
* **`__SHADER_TARGET_STAGE`** - Integer value corresponding to the shader stage.
Shader stage. The shader stage values are exposed as
`__SHADER_STAGE_**STAGE**` (i.e. `__SHADER_STAGE_VERTEX`,
`__SHADER_STAGE_PIXEL`, ...)
* **`__SHADER_TARGET_MAJOR`** - Major version for Shader Model target.
* **`__SHADER_TARGET_MINOR`** - Minor version for Shader Model target.

If these macros are not sufficient for a given feature new macros or other
mechanisms should be added as appropriate for the feature to enable developers
to know if a given compiler release supports the required feature(s).

For features that are added retroactively to an already final runtime or
language version, a `__has_feature` check should be added to allow the user to
query for feature support in the preprocessor instead of forcing the user to
check compiler versions explicitly. The Clang feature checking macros are
documented
[here](https://clang.llvm.org/docs/LanguageExtensions.html#feature-checking-macros).
The `__has_feature` macro is known to work in DXC, and should be used.
35 changes: 24 additions & 11 deletions docs/Process.md
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Expand Up @@ -6,13 +6,11 @@ Despite the openness of this process there are three significant caveats that
should be noted:

1. Final decisions about what features are included or excluded from HLSL are
made by the MSFT HLSL Team.
2. This process cannot be used for features that require Shader Model changes
because Shader Model collaboration with hardware vendors occurs in private
under NDA.
3. Some HLSL features may not go through this process, and may be kept secret
during development. We will try to restrict this only to features that require
NDAs with hardware vendors, but that may not always be the reason.
made by the MSFT HLSL Team. Our goals are to make HLSL the best programming
language across all supported runtime targets, not just DirectX or Vulkan.
2. Some HLSL features may not go through this process, and may be kept secret
during development. We will try to restrict this only to features that
require NDAs with hardware vendors, but that may not always be the reason.

Feature proposals from outside the HLSL team will be interpreted as requests,
and may be considered or rejected based on team and release priorities. You
Expand All @@ -31,15 +29,30 @@ further tweaked to align with the HLSL team's goals and priorities.
## Proposing a Feature

By far the best way for an external contributor to propose a feature is through
GitHub issues (See the section below on "Filing Issues"). If you can't be
deterred from writing a proposal yourself you must find a member of the HLSL
team to act as a _Sponsor_ for the change. The _Sponsor_ is responsible for
tracking and helping change proposals through the proposal life cycle.
GitHub issues (See the section below on "Filing Issues"). Issues in this
repository will be used to publicly track feature requests for the HLSL language
and HLSL runtime interfaces. Direct tooling feature requests to the
[DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler/issues/new).

> Note: a tooling feature would be a feature that does not impact HLSL source
> representations in any way (no added syntax, APIs, or altered
> interpretations), and instead exposes new ways to use the DXC compiler or
> library.
If you write a proposal yourself you must find a member of the HLSL team to act
as a _Sponsor_ for the change. The _Sponsor_ is responsible for tracking and
helping change proposals through the proposal life cycle. For Vulkan-specific
features we require at least one _Sponsor_ from the HLSL team and one _Sponsor_
from the Khronos Vulkan Working Group. If you need assistance finding a
_Sponsor_ for a proposal reach out to the [HLSL Team](Contact.md).

All feature proposals are evaluated against the goals for the next HLSL language
revision. The goals for the upcoming HLSL language version can be found
[here](HLSL202x.md).

When writing a feature proposal you should also familiarize yourself with the
HLSL [Design Considerations](DesignConsiderations.md).

## Proposal Lifecycle

Draft proposals are first provided as pull requests. They should be written
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