Handling Matrix Layout Differences on Different Platforms
The differences between default matrix layout or storage conventions between GLSL (OpenGL/Vulkan) and HLSL has been an issue that frequently causes confusion among developers. When writing applications that work on different targets, one important goal that developers frequently seek is to make it possible to pass the same matrix generated by host code to the same shader code, regardless of what graphics API is being used (e.g. Vulkan, OpenGL or Direct3D). As a solution to shader cross-compilation, Slang provides necessary tools for developers navigate around the differences between GLSL and HLSL targets.
A high level summary:
- Default matrix layout in memory for Slang is
row-major
.- Except when running the compiler through the
slangc
tool, in which case the default iscol-major
. This default is for legacy reasons and may change in the future.
- Except when running the compiler through the
- Row-major layout is the only portable layout to use across targets (with significant caveats for non 4x4 matrices)
- Use
setMatrixLayoutMode
/spSetMatrixLayoutMode
/createSession
to set the default - Use
-matrix-layout-row-major
or-matrix-layout-column-major
for the command line- or via
spProcessCommandLineArguments
/processCommandLineArguments
- or via
- Depending on your host maths library, matrix sizes and targets, it may be necessary to convert matrices at host/kernel boundary
On the portability issue, some targets ignore the matrix layout mode, notably CUDA and CPU/C++. For this reason for the widest breadth of targets it is recommended to use row-major matrix layout.
Two conventions of matrix transform math
Depending on the platform a developer is used to, a matrix-vector transform can be expressed as either v*m
(mul(v, m)
in HLSL), or m*v
(mul(m,v)
in HLSL). This convention, together with the matrix layout (column-major or row-major), determines how a matrix should be filled out in host code.
In HLSL/Slang the order of vector and matrix parameters to mul
determine how the vector is interpretted. This interpretation is required because a vector does not in as of it’s self differentiate between being a row or a column.
mul(v, m)
- v is interpretted as a row vectormul(m, v)
- v is interpretted as a column vector.
Through this mechanism a developer is able to write transforms in their preferred style.
These two styles are not directly interchangable - for a given v
and m
then generally mul(v, m) != mul(m, v)
. For that the matrix needs to be transposed so
mul(v, m) == mul(transpose(m), v)
mul(m, v) == mul(v, transpose(m))
This behavior is independent of how a matrix layout in memory. Host code needs to be aware of how a shader code will interpret a matrix stored in memory, it’s layout, as well as the vector interpretation convention used in shader code (ie mul(v,m)
or mul(m, v)
).
Matrix layout can be either row-major
or column-major
. The difference just determines which elements are contiguous in memory. Row-major
means the rows elements are contiguous. Column-major
means the column elements are contiguous.
Another way to think about this difference is in terms of where translation terms should be placed in memory when filling a typical 4x4 transform matrix. When transforming a row vector (ie mul(v, m)
) with a row-major
matrix layout, translation will be at m + 12, 13, 14
. For a column-major
matrix layout, translation will be at m + 3, 7, 11
.
Note it is a HLSL/Slang convention that the parameter ordering of mul(v, m)
means v is a row vector. A host maths library could have a transform function SomeLib::transform(v, m)
such that v
is a interpretted as column vector. For simplicitys sake the remainder of this discussion assumes that the mul(v, m)
in equivalent in host code follows the interpretation that v
is row vector.
Discussion
There are four variables in play here:
- Host vector interpretation (row or column) - and therefore effective transform order (column)
m * v
or (row)v * m
- Host matrix memory layout
- Shader vector interpretation (as determined via
mul(v, m)
ormul(m, v)
) - Shader matrix memory layout
Since each item can be either row
or column
there are 16 possible combinations. For simplicity let’s reduce the variable space by making some assumptions.
1) The same vector convention will be used in host code as in shader code. 2) The host maths matrix layout is the same as the kernel.
If we accept 1, then we can ignore the vector interpretation because as long as they are consistent then only matrix layout is significant.
If we accept 2, then there are only two possible combinations - either both host and shader are using row-major
matrix layout or column-major
layout.
This is simple, but is perhaps not the end of the story. First lets assume that we want our Slang code to be as portable as possible. As previously discussed for CUDA and C++/CPU targets Slang ignores the matrix layout settings - the matrix layout is always row-major
.
Second lets consider performance. The matrix layout in a host maths libray is not arbitrary from a performance point of view. A performant host maths library will want to use SIMD instructions. With both x86/x64 SSE and ARM NEON SIMD it makes a performance difference which layout is used, depending on if column
or row
is the prefered vector interpretation. If the row
vector interpretation is prefered, it is most performant to have row-major
matrix layout. Conversely if column
vector interpretation is prefered column-major
matrix will be the most performant.
The performance difference comes down to a SIMD implementation having to do a transpose if the layout doesn’t match the preferred vector interpretation.
If we put this all together - best performance, consistency between vector interpretation and platform independence we get:
1) Consistency : Same vector interpretation in shader and host code
2) Platform independence: Kernel uses row-major
matrix layout
3) Performance: Host vector interpretation should match host matrix layout
The only combination that fulfills all aspects is row-major
matrix layout and row
vector interpretation for both host and kernel.
It’s worth noting that for targets that honor the default matrix layout - that setting can act like a toggle transposing a matrix layout. If for some reason the combination of choices leads to inconsistent vector transforms, an implementation can perform this transform in host code at the boundary between host and the kernel. This is not the most performant or convenient scenario, but if supported in an implementation it could be used for targets that do not support kernel matrix layout settings.
If only targetting platforms that honor matrix layout, there is more flexibility, our constraints are
1) Consistency : Same vector interpretation in shader and host code 2) Performance: Host vector interpretation should match host matrix layout
Then there are two combinations that work
1) row-major
matrix layout for host and kernel, and row
vector interpretation.
2) column-major
matrix layout for host and kernel, and column
vector interpretation.
If the host maths library is not performance orientated, it may be arbitray from a performance point of view if a row
or column
vector interpretation is used. In that case assuming shader and host vector interpretation is the same it is only important that the kernel and maths library matrix layout match.
Another way of thinking about these combinations is to think of each change in row-major
/column-major
matrix layout and row
/column
vector interpretation is a transpose. If there are an even number of flips then all the transposes cancel out. Therefore the following combinations work
Host Vector | Kernel Vector | Host Mat Layout | Kernel Mat Layout |
---|---|---|---|
Row | Row | Row | Row |
Row | Row | Column | Column |
Column | Column | Row | Row |
Column | Column | Column | Column |
Row | Column | Row | Column |
Row | Column | Column | Row |
Column | Row | Row | Column |
Column | Row | Column | Row |
To be clear ‘Kernel Mat Layout’ is the shader matrix layout setting. As previously touched upon, if it is not possible to use the setting (say because it is not supported on a target), then doing a transpose at the host/kernel boundary can fix the issue.
Matrix Layout
The above discussion is largely around 4x4 32-bit element matrices. For graphics APIs such as Vulkan, GL, and D3D there are typically additional restrictions for matrix layout. One restriction is for 16 byte alignment between rows (for row-major
layout) and columns (for column-major
layout).
More CPU-like targets such as CUDA and C++/CPU do not have this restriction, and all elements are consecutive.
This being the case only the following matrix types/matrix layouts will work across all targets. (Listed in the HLSL convention of RxC).
- 1x4
row-major
matrix layout - 2x4
row-major
matrix layout - 3x4
row-major
matrix layout - 4x4
row-major
matrix layout
These are all ‘row-major’ because as previously discussed currently only row-major
matrix layout works across all targets currently.
NOTE! This only applies to matrices that are transferred between host and kernel - any matrix size will work appropriately for variables in shader/kernel code for example.
The hosts maths library also plays a part here. The library may hold all elements consecutively in memory. If that’s the case it will match the CPU/CUDA kernels, but will only work on ‘graphics’-like targets that match that layout for the size.
For SIMD based host maths libraries it can be even more convoluted. If a SIMD library is being used that prefers row
vector interpretation and therefore will have row-major
layout it may for many sizes not match the CPU-like consecutive layout. For example a 4x3 - it will likely be packed with 16 byte row alignment. Additionally even if a matrix is packed in the same way it may not be the same size. For example a 3x2 matrix may hold the rows consecutively but be 16 bytes in size, as opposed to the 12 bytes that a CPU-like kernel will expect.
If a SIMD based host maths library with graphics-like APIs are being used, there is a good chance (but certainly not guaranteed) that layout across non 4x4 sizes will match because SIMD typically implies 16 byte alignment.
If your application uses matrix sizes that are not 4x4 across the host/kernel boundary and it wants to work across all targets, it is likely that some matrices will have to be converted at the boundary. This being the case, having to handle transposing matrices at the boundary is a less significant issue.
In conclusion if your application has to perform matrix conversion work at the host/kernel boundary the previous observation about “best performance” implies row-major
layout and row
vector interpretation becomes somewhat mute.
Overriding default matrix layout
Slang allows users to override default matrix layout with a compiler flag. This compiler flag can be specified during the creation of a Session
:
slang::IGlobalSession* globalSession;
...
slang::SessionDesc slangSessionDesc = {};
slangSessionDesc.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR;
...
slang::ISession* session;
globalSession->createSession(slangSessionDesc, &session);
This makes Slang treat all matrices as in column-major
layout, and for example emitting column_major
qualifier in resulting HLSL code.
Alternatively the default layout can be set by
- Including a
CompilerOptionName::MatrixLayoutColumn
orCompilerOptionName::MatrixLayoutRow
entry inSessionDesc::compilerOptionEntries
. - Setting
-matrix-layout-row-major
or-matrix-layout-column-major
command line options toslangc
.