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Thomas Ray 22d131d704 Add complete skill for Slang shader language (#1677)
* Add complete skill for Slang shader language

- Included the full Offical Slang LLM documentation.
- Included sections on language features, interfaces, generics, automatic differentiation, modules, capabilities system, compiling code, reflection API, compilation targets, and FAQs.
- Allows agents to write comprehensive slang code for graphics and compute shaders.

* Fix for conflicting description matches established skill conventions

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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37 KiB

Slang Language Documentation - Complete Reference

Source: Official Slang Shader Repository

Table of Contents

Project Overview

Slang is a real-time shading language designed to improve developer productivity for GPU programming while maintaining high performance. It extends HLSL with modern programming language features and supports compilation to multiple target platforms including Direct3D, Vulkan, CUDA, Metal, and CPU.

Key benefits:

  • Backwards compatible with most existing HLSL code
  • Parameter blocks for efficient descriptor table usage
  • Interfaces and generics for type-safe shader specialization
  • Automatic differentiation for machine learning applications
  • Module system for better code organization
  • Comprehensive reflection API
  • Cross-platform compilation to multiple targets

Introduction and Why Use Slang

Why use Slang?

The Slang system helps real-time graphics developers write cleaner and more maintainable GPU code, without sacrificing run-time performance. Slang extends the HLSL language with thoughtfully selected features from modern general-purpose languages that support improved developer productivity and code quality.

Some of the benefits of Slang include:

  • Backwards compatibility: Slang is backwards compatible with most existing HLSL code
  • Parameter blocks: Allow shader parameters to be grouped by update rate to take advantage of Direct3D 12 descriptor tables and Vulkan descriptor sets
  • Interfaces and generics: Provide first-class alternatives to preprocessor-based shader specialization
  • Automatic differentiation: Greatly simplifies implementation of learning-based techniques in shaders
  • Module system: Enables true separate compilation and semantic checking of shader code
  • Multi-platform support: Same compiler generates code for DX bytecode, DXIL, SPIR-V, HLSL, GLSL, CUDA, and more
  • Robust reflection API: Provides binding/offset/layout information about shader parameters in consistent format

Who is Slang for?

Slang aims to be the best language possible for real-time graphics developers who care about code quality, portability and performance.

Real-Time Graphics Developers

Slang is primarily intended for developers creating real-time graphics applications that run on end-user/client machines, such as 3D games and digital content creation (DCC) tools.

From Hobbyists to Professionals

The Slang language is simple and familiar enough for hobbyist developers to use, but scales up to the demands of professional development teams creating next-generation game renderers.

Developers of Multi-Platform Applications

The Slang system builds for multiple OSes, supports many graphics APIs, and works with GPUs from multiple hardware vendors. The project is completely open-source.

Developers with existing HLSL investment

One of Slang's key features is its high degree of compatibility with existing HLSL code. Developers can incrementally adopt Slang features to improve codebase quality over time.

Goals and Non-Goals

Key design goals:

  • Performance: Benefits of using Slang must not come at the cost of performance
  • Productivity: Language concepts foster greater developer productivity in large codebases
  • Portability: Support wide variety of hardware, graphics APIs, and operating systems
  • Ease of Adoption: Compatible with existing code, familiar syntax from other languages
  • Predictability: Code should do what it appears to, consistently across platforms
  • Limited Scope: Slang is a language, compiler, and module - not an engine or framework

Getting Started

Installation

The easiest way to start using Slang is to download a binary release from the GitHub repository. Extract the files and find slangc.exe under /bin/windows-x64/release/. Note that slang.dll and slang-glslang.dll must be in the same directory.

For building from source, see the Building From Source section.

Your First Slang Shader

Create a file named hello-world.slang:

// hello-world.slang
StructuredBuffer<float> buffer0;
StructuredBuffer<float> buffer1;
RWStructuredBuffer<float> result;

[shader("compute")]
[numthreads(1,1,1)]
void computeMain(uint3 threadId : SV_DispatchThreadID)
{
    uint index = threadId.x;
    result[index] = buffer0[index] + buffer1[index];
}

Compile to SPIR-V:

slangc hello-world.slang -target spirv -o hello-world.spv

Compile to GLSL:

slangc hello-world.slang -target glsl -o hello-world.glsl

Language Features

Import Declarations

Slang introduces import declarations for better software modularity:

// foo.slang
float4 someFunc(float4 x) { return x; }

// bar.slang
import foo;
float4 someOtherFunc(float4 y) { return someFunc(y); }

Key details:

  • Import searches for .slang files using same search paths as #include
  • Multiple imports of same file only processed once
  • No automatic namespacing (potential for name collisions)
  • Use __exported import to re-export declarations
  • Import is not like #include - no preprocessor macro sharing

Explicit Parameter Blocks

Slang supports explicit syntax for parameter blocks using descriptor tables/sets:

struct ViewParams
{
    float3 cameraPos;
    float4x4 viewProj;
    TextureCube envMap;
}

ParameterBlock<ViewParams> gViewParams;

Fields are assigned to registers/bindings to support allocation into a single parameter block.

Interfaces

Slang supports declaring interfaces that user-defined struct types can implement:

// Interface definition
struct LightSample { float3 intensity; float3 direction; };

interface ILight
{
    LightSample sample(float3 position);
}

// Implementation
struct PointLight : ILight
{
    float3 position;
    float3 intensity;
  
    LightSample sample(float3 hitPos)
    {
        float3 delta = hitPos - position;
        float distance = length(delta);
      
        LightSample sample;
        sample.direction = delta / distance;
        sample.intensity = intensity * falloff(distance);
        return sample;
    }
}

Generics

Slang supports generic declarations using angle-bracket syntax:

float4 computeDiffuse<L : ILight>(float4 albedo, float3 P, float3 N, L light)
{
    LightSample sample = light.sample(P);
    float nDotL = max(0, dot(N, sample.direction));
    return albedo * nDotL;
}

Global-Scope Generic Parameters

For compatibility with existing HLSL global declarations:

type_param M : IMaterial;
M gMaterial;

Associated Types

For cases where each implementing type needs its own choice of intermediate type:

interface IMaterial
{
    associatedtype B : IBRDF;
    B evalPattern(float3 position, float2 uv);
}

struct MyCoolMaterial : IMaterial
{
    typedef DisneyBRDF B;
    B evalPattern(float3 position, float2 uv) { ... }
}

Conventional Features

Types

Slang supports conventional shading language types including scalars, vectors, matrices, arrays, structures, enumerations, and resources.

Scalar Types

Integer types:

  • int8_t, int16_t, int, int64_t
  • uint8_t, uint16_t, uint, uint64_t

Floating-point types:

  • half (16-bit)
  • float (32-bit)
  • double (64-bit)

Boolean type: bool Void type: void

Vector Types

Vector types: vector<T,N> where T is scalar type and N is 2-4 Convenience names: float3 = vector<float,3>

Matrix Types

Matrix types: matrix<T,R,C> where T is scalar, R and C are 2-4 Convenience names: float3x4 = matrix<float,3,4>

Array Types

Array type T[N] represents array of N elements of type T:

int a[3];           // sized array
int a[] = {1,2,3};  // inferred size
void f(int b[]) {}  // unsized array parameter

Arrays have getCount() method that returns length.

Structure Types

Structure types with struct keyword:

struct MyData
{
    int a;
    float b;
}

Structures can have constructors defined with __init keyword.

Interfaces and Generics

Interfaces

Interfaces define methods and services a type should provide:

interface IFoo
{
    int myMethod(float arg);
}

struct MyType : IFoo
{
    int myMethod(float arg)
    {
        return (int)arg + 1;
    }
}

Multiple Interface Conformance

interface IBar { uint myMethod2(uint2 x); }

struct MyType : IFoo, IBar
{
    int myMethod(float arg) {...}
    uint myMethod2(uint2 x) {...}
}

Default Implementations

interface IFoo
{
    int getVal() { return 0; }  // default implementation
}

struct MyType : IFoo {}  // uses default

struct MyType2 : IFoo
{
    override int getVal() { return 1; }  // explicit override
}

Generics

Generic methods eliminate duplicate code for shared logic:

int myGenericMethod<T>(T arg) where T : IFoo
{
    return arg.myMethod(1.0);
}

// Usage
MyType obj;
int a = myGenericMethod<MyType>(obj); // explicit type
int b = myGenericMethod(obj);         // type deduction

Generic Value Parameters

void g1<let n : int>() { ... }

enum MyEnum { A, B, C }
void g2<let e : MyEnum>() { ... }

void g3<let b : bool>() { ... }

Alternative Syntax

__generic<typename T>
int myGenericMethod(T arg) where T : IFoo { ... }

// Simplified syntax
int myGenericMethod<T:IFoo>(T arg) { ... }

Multiple Constraints

struct MyType<T, U>
    where T: IFoo, IBar
    where U : IBaz<T>
{
}

Optional Conformances

int myGenericMethod<T>(T arg) where optional T: IFoo
{
    if (T is IFoo)
    {
        arg.myMethod(1.0); // OK in conformance check block
    }
}

Supported Interface Constructs

Properties

interface IFoo
{
    property int count {get; set;}
}

Generic Methods

interface IFoo
{
    int compute<T>(T val) where T : IBar;
}

Static Methods

interface IFoo
{
    static int compute(int val);
}

Automatic Differentiation

Slang provides first-class support for differentiable programming through automatic differentiation.

Key Features

  • fwd_diff and bwd_diff operators for forward and backward-mode derivative propagation
  • DifferentialPair<T> type for passing derivatives with inputs
  • IDifferentiable and IDifferentiablePtrType interfaces for differentiable types
  • User-defined derivative functions via [ForwardDerivative] and [BackwardDerivative]
  • Compatible with all Slang features: control-flow, generics, interfaces, etc.

Mathematical Background

Forward-mode computes Jacobian-vector products: <Df(x), v> Backward-mode computes vector-Jacobian products: <v^T, Df(x)>

Forward-Mode Example

[Differentiable]
float2 foo(float a, float b) 
{ 
    return float2(a * b * b, a * a);
}

void main()
{
    DifferentialPair<float> dp_a = diffPair(1.0, 1.0);  // value and derivative
    DifferentialPair<float> dp_b = diffPair(2.4, 0.0);
  
    DifferentialPair<float2> dp_output = fwd_diff(foo)(dp_a, dp_b);
  
    float2 output_p = dp_output.p;  // primal output
    float2 output_d = dp_output.d;  // derivative output
}

Backward-Mode Example

[Differentiable]
float2 foo(float a, float b) 
{ 
    return float2(a * b * b, a * a);
}

void main()
{
    DifferentialPair<float> dp_a = diffPair(1.0);
    DifferentialPair<float> dp_b = diffPair(2.4);
  
    float2 dL_doutput = float2(1.0, 0.0);  // output derivatives
  
    bwd_diff(foo)(dp_a, dp_b, dL_doutput);
  
    float dL_da = dp_a.d;  // computed input derivatives
    float dL_db = dp_b.d;
}

Differentiable Type System

Built-in Differentiable Types

  • Scalars: float, double, half
  • Vectors/matrices of differentiable scalars
  • Arrays: T[n] if T is differentiable
  • Tuples: Tuple<each T> if T is differentiable

User-Defined Differentiable Types

struct MyType : IDifferentiable
{
    float x;
    float y;
}

The Differential associated type carries corresponding derivative (usually same as primal type).

Custom Derivatives

[Differentiable]
[ForwardDerivative(myForwardDerivative)]
[BackwardDerivative(myBackwardDerivative)]
float myFunction(float x) { ... }

Modules and Access Control

Defining a Module

A module comprises one or more files with a primary file containing a module declaration:

// scene.slang
module scene;

__include "scene-helpers";
// scene-helpers.slang
implementing scene;
// ...

Module Include Semantics

__include differs from #include:

  1. No preprocessor state sharing between files
  2. Each file included exactly once
  3. Circular includes allowed
  4. All module files can access all other entities regardless of include order

Module Reference Syntax

Both identifier and string literal syntax supported:

__include dir.file_name;           // translated to "dir/file-name.slang"
__include "dir/file-name.slang";
__include "dir/file-name";

Importing a Module

// MyShader.slang
import YourLibrary;

Import rules:

  • Can only import primary module files
  • Multiple imports of same module loaded once
  • No preprocessor sharing between files

Access Control

Three visibility levels:

public

Accessible everywhere - different types, files, modules

private

Only visible within same type:

struct MyType
{
    private int member;
  
    int f() { member = 5; }  // OK
  
    struct ChildType
    {
        int g(MyType t) { return t.member; }  // OK
    }
}

void outerFunc(MyType t)
{
    t.member = 2;  // Error - not visible
}

internal

Visible throughout same module:

// a.slang
module a;
public struct PS
{
    internal int internalMember;
    public int publicMember;
}
internal void f() { ... }

// m.slang  
module m;
import a;
void main()
{
    f();  // Error - f is internal to module a
    PS p;
    p.internalMember = 1;  // Error - not visible outside module a
    p.publicMember = 1;    // OK
}

Default visibility is internal (except interface members inherit interface visibility).

Validation Rules

  • More visible entities cannot expose less visible entities in signature
  • Members cannot have higher visibility than parent
  • Type definitions cannot be private
  • Interface requirements cannot be private

Legacy Module Compatibility

Modules without module declaration, __include, or visibility modifiers are treated as legacy with all symbols public.

Capabilities System

The capabilities system helps manage differences in hardware capabilities across different GPUs, graphics APIs, and shader stages.

Capability Atoms and Requirements

Capability atoms represent targets, stages, extensions, and features:

  • GLSL_460 - GLSL 460 target
  • compute - compute shader stage
  • _sm_6_7 - shader model 6.7 features
  • SPV_KHR_ray_tracing - SPIR-V extension
  • spvShaderClockKHR - SPIR-V capability

Declaring Requirements

[require(spvShaderClockKHR)]
[require(glsl, GL_EXT_shader_realtime_clock)]
[require(hlsl_nvapi)]
uint2 getClock() {...}

This creates requirement:

(spvShaderClockKHR | glsl + GL_EXT_shader_realtime_clock | hlsl_nvapi)

Conflicting Capabilities

Some capabilities are mutually exclusive:

  • Different code generation targets (hlsl, glsl)
  • Different shader stages (vertex, fragment)

Requirements with conflicting atoms are incompatible.

Parent Scope Requirements

Requirements merge with parent scope:

[require(glsl)]
[require(hlsl)]
struct MyType
{
    [require(hlsl, hlsl_nvapi)]
    [require(spirv)]
    static void method() { ... }  // requirement: glsl | hlsl + hlsl_nvapi | spirv
}

Automatic Inference

Slang infers requirements for internal/private functions:

void myFunc()
{
    if (getClock().x % 1000 == 0)
        discard;  // requires fragment stage
}
// Inferred: (spirv + SPV_KHR_shader_clock + spvShaderClockKHR + fragment | ...)

Target Switch

__target_switch introduces disjunctions:

void myFunc()
{
    __target_switch
    {
    case spirv: ...;
    case hlsl: ...;
    }
}
// Requirement: (spirv | hlsl)

Capability Aliases

Aliases simplify cross-platform requirements:

alias sm_6_6 = _sm_6_6
             | glsl_spirv_1_5 + sm_6_5 + GL_EXT_shader_atomic_int64 + atomicfloat2
             | spirv_1_5 + sm_6_5 + GL_EXT_shader_atomic_int64 + atomicfloat2 + SPV_EXT_descriptor_indexing
             | cuda
             | cpp;

Usage: [require(sm_6_6)]

Validation

  • Public methods and interface methods require explicit capability declarations
  • Functions verified to not use capabilities beyond declared requirements
  • Entrypoint capabilities recommended but not required

Compiling Code with Slang

Concepts

Source Units and Translation Units

Source units (files/strings) are grouped into translation units. Each translation unit produces a single module when compiled.

Entry Points

Entry points can be identified via:

  1. [shader(...)] attributes (recommended)
  2. Explicit entry point options for compatibility

Targets

A target represents platform and capabilities:

  • Format: SPIR-V, DXIL, etc.
  • Profile: D3D Shader Model 5.1, GLSL 4.60, etc.
  • Optional capabilities: Vulkan extensions
  • Code generation options

Layout

Parameter layout depends on:

  • Modules and entry points used together
  • Ordering of parameters
  • Target-specific rules and constraints

Composition

Component types (modules, entry points) can be composed into composites defining units of shader code meant to be used together.

Linking

Resolves cross-module references and produces self-contained IR module for target code generation.

Kernels

Entry points generate kernel code. Same entry point can generate different kernels for different targets and compositions.

Command-Line Compilation with slangc

Simple Example

slangc hello-world.slang -target spirv -o hello-world.spv

Source Files and Translation Units

  • Each input file is a distinct source unit
  • .slang files grouped into single translation unit
  • Each .hlsl file gets its own translation unit

Common Options

  • -target <format>: Specify output format (spirv, dxil, hlsl, glsl, cuda, cpp)
  • -entry <name>: Specify entry point function name
  • -profile <profile>: Specify target profile
  • -o <file>: Specify output file
  • -D<name>[=<value>]: Define preprocessor macro
  • -I<path>: Add include search path

Multiple Targets

Compile for multiple targets in single invocation:

slangc shader.slang -target spirv -o shader.spv -target dxil -o shader.dxil

Parameter Binding

Slang provides deterministic parameter binding across targets. Generated code includes explicit binding layouts to ensure consistent parameter locations.

Using the Compilation API

For applications requiring runtime compilation:

// Create session
Slang::ComPtr<slang::IGlobalSession> globalSession;
slang::createGlobalSession(globalSession.writeRef());

slang::ComPtr<slang::ISession> session;
slang::SessionDesc sessionDesc;
sessionDesc.targetCount = 1;
slang::TargetDesc targetDesc;
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = SLANG_PROFILE_GLSL_450;
sessionDesc.targets = &targetDesc;
globalSession->createSession(sessionDesc, session.writeRef());

// Load module
slang::ComPtr<slang::IModule> module;
session->loadModule("myModule", module.writeRef());

// Create entry point
slang::ComPtr<slang::IEntryPoint> entryPoint;
module->findEntryPointByName("main", entryPoint.writeRef());

// Compose program
slang::ComPtr<slang::IComponentType> program;
slang::IComponentType* components[] = { module, entryPoint };
session->createCompositeComponentType(components, 2, program.writeRef());

// Compile
slang::ComPtr<slang::IComponentType> linkedProgram;
program->link(linkedProgram.writeRef());

// Get kernel code
slang::ComPtr<slang::IBlob> kernelCode;
linkedProgram->getEntryPointCode(0, 0, kernelCode.writeRef());

Reflection API

Compiling for Reflection

slang::IComponentType* program = ...;
slang::ProgramLayout* programLayout = program->getLayout(targetIndex);

Types and Variables

Variables

VariableReflection represents variable declarations:

void printVariable(slang::VariableReflection* variable)
{
    const char* name = variable->getName();
    slang::TypeReflection* type = variable->getType();
  
    print("name: "); printQuotedString(name);
    print("type: "); printType(type);
}

Types

TypeReflection represents types in the program:

void printType(slang::TypeReflection* type)
{
    const char* name = type->getName();
    slang::TypeReflection::Kind kind = type->getKind();
  
    print("name: "); printQuotedString(name);
    print("kind: "); printTypeKind(kind);
  
    switch(type->getKind())
    {
    case slang::TypeReflection::Kind::Scalar:
        print("scalar type: ");
        printScalarType(type->getScalarType());
        break;
      
    case slang::TypeReflection::Kind::Struct:
        print("fields:");
        int fieldCount = type->getFieldCount();
        for (int f = 0; f < fieldCount; f++)
        {
            slang::VariableReflection* field = type->getFieldByIndex(f);
            printVariable(field);
        }
        break;
      
    case slang::TypeReflection::Kind::Array:
        print("element count: ");
        printPossiblyUnbounded(type->getElementCount());
        print("element type: ");
        printType(type->getElementType());
        break;
    }
}

Parameter Layouts

Parameter layouts describe how parameters are mapped to target-specific resources:

void printParameterLayout(slang::ParameterLayout* parameterLayout)
{
    slang::VariableReflection* variable = parameterLayout->getVariable();
    printVariable(variable);
  
    // Print binding information
    int bindingRangeCount = parameterLayout->getBindingRangeCount();
    for (int r = 0; r < bindingRangeCount; r++)
    {
        slang::BindingRangeType rangeType = parameterLayout->getBindingRangeType(r);
        int rangeIndex = parameterLayout->getBindingRangeIndex(r);
        int rangeSpace = parameterLayout->getBindingRangeSpace(r);
      
        print("binding: ");
        printBindingRangeType(rangeType);
        printf(" index=%d space=%d", rangeIndex, rangeSpace);
    }
}

Entry Point Layouts

Entry point layouts provide information about varying inputs/outputs and their stage-specific semantics:

void printEntryPointLayout(slang::EntryPointLayout* entryPointLayout)
{
    slang::Stage stage = entryPointLayout->getStage();
    print("stage: "); printStage(stage);
  
    // Print varying parameters
    int varyingCount = entryPointLayout->getVaryingParamCount();
    for (int v = 0; v < varyingCount; v++)
    {
        slang::VaryingParameterReflection* varying = 
            entryPointLayout->getVaryingParamByIndex(v);
        printVaryingParameter(varying);
    }
}

Compilation Targets

Direct3D 11

D3D11 uses DirectX Bytecode (DXBC) format. Supports rasterization and compute pipelines.

Rasterization Pipeline Stages

  • vertex (VS) - required
  • hull (HS) - optional tessellation
  • domain (DS) - optional tessellation
  • geometry (GS) - optional
  • fragment/pixel (PS) - optional

Parameter Passing

Each stage has dedicated slots:

  • Constant buffers: b registers, ≤4KB uniform data
  • Shader resource views (SRVs): t registers, read-only resources
  • Unordered access views (UAVs): u registers, read-write resources
  • Samplers: s registers, texture sampling state

Direct3D 12

D3D12 uses DirectX Intermediate Language (DXIL) format. Adds ray tracing and mesh shader support.

Additional Pipeline Stages

Mesh Shaders (not yet supported in Slang):

  • amplification - determines mesh shader invocations
  • mesh - produces vertex and index data for meshlets

Ray Tracing Pipeline:

  • raygeneration - traces rays, similar to compute
  • intersection - custom primitive intersection
  • anyhit - candidate hit acceptance/rejection
  • closesthit - processes accepted hits
  • miss - handles rays that miss geometry
  • callable - user-defined subroutines

Parameter Passing

Uses root signatures with:

  • Root constants: Direct parameter passing for small data
  • Descriptor tables: Groups of descriptors for resources
  • Root descriptors: Direct descriptor binding

Vulkan

Uses SPIR-V intermediate representation. Similar capabilities to D3D12.

Key Features

  • Descriptor sets instead of descriptor tables
  • Push constants instead of root constants
  • Extensive extension system
  • Cross-vendor standardization

Vulkan-Specific Attributes

[[vk::binding(0, 1)]]
Texture2D myTexture;

[[vk::push_constant]]
cbuffer PushConstants
{
    float4 color;
}

[[vk::shader_record]]
cbuffer ShaderRecord
{
    uint shaderRecordID;
}

CUDA

Compiles to CUDA C++ or PTX. Supports compute workloads with GPU-specific optimizations.

Key Features

  • Native pointer support
  • Extensive math library
  • Cooperative groups
  • Tensor operations

Limitations

  • No graphics pipeline stages
  • Limited texture operations
  • Different wave/warp model

Metal

Apple's graphics API and shading language.

Key Features

  • Argument buffers for parameter passing
  • Tile-based rendering optimizations
  • Unified memory model
  • iOS/macOS support

CPU/C++

Generates C++ code for CPU execution.

Key Features

  • Host-side shader execution
  • Debugging and testing
  • Reference implementations
  • Cross-platform deployment

Limitations

  • No GPU-specific features
  • Limited parallel execution
  • Different memory model

Target Compatibility

Comprehensive compatibility matrix for Slang features across different targets:

Data Types

Feature D3D11 D3D12 Vulkan CUDA Metal CPU
Half Type No Yes Yes Yes Yes No
Double Type Yes Yes Yes Yes No Yes
u/int8_t No No Yes Yes Yes Yes
u/int16_t No Yes Yes Yes Yes Yes
u/int64_t No Yes Yes Yes Yes Yes

Shader Features

Feature D3D11 D3D12 Vulkan CUDA Metal CPU
SM6.0 Wave Intrinsics No Yes Partial Yes No No
Ray Tracing DXR 1.0 No Yes Yes No No No
Mesh Shaders No Yes Yes No Yes No
Tessellation Yes Yes No No No No
Graphics Pipeline Yes Yes Yes No Yes No

Resource Features

Feature D3D11 D3D12 Vulkan CUDA Metal CPU
Native Bindless No No No Yes No Yes
Buffer Bounds Checking Yes Yes Yes Limited No Limited
Separate Samplers Yes Yes Yes No Yes Yes
Atomics Yes Yes Yes Yes Yes Yes

Platform-Specific Notes

Half Type

  • D3D12: Problems with StructuredBuffer containing half
  • CUDA: Requires cuda_fp16.h availability

Integer Types

  • D3D11/D3D12: 8/16-bit types require specific shader models and DXIL
  • Vulkan: Requires explicit arithmetic type extensions

Wave Intrinsics

  • CUDA: Preliminary support with synthesized WaveMask
  • Different hardware capabilities affect availability

Ray Tracing

  • Vulkan: Uses shader records instead of local root signatures
  • D3D12: Full DXR 1.0/1.1 support

Bindless Resources

  • CUDA: Native support with texture objects
  • Other targets: Require significant manual effort

Command Line Reference

General Options

-D<name>[=<value>]

Insert preprocessor macro. If no value specified, defines empty macro.

-entry <name>

Specify entry-point function name. Defaults to main if stage specified. Multiple entries allowed.

-o <file>

Specify output file path.

-target <format>

Specify compilation target format:

  • spirv - SPIR-V for Vulkan
  • dxil - DXIL for D3D12
  • dxbc - DXBC for D3D11
  • hlsl - HLSL source output
  • glsl - GLSL source output
  • cuda - CUDA C++ output
  • cpp - C++ output
  • metal - Metal output

-profile <profile>

Specify target profile/version:

  • glsl_450, glsl_460 - GLSL versions
  • sm_5_0, sm_6_0, sm_6_7 - Shader Model versions

-stage <stage>

Specify shader stage:

  • vertex, fragment, compute
  • hull, domain, geometry
  • raygeneration, closesthit, miss, anyhit, intersection, callable

Include and Module Options

-I<path>

Add directory to include search path.

-r <module>

Reference precompiled module.

Optimization Options

-O<level>

Set optimization level:

  • -O0 - No optimization
  • -O1 - Basic optimization
  • -O2 - Standard optimization
  • -O3 - Aggressive optimization

-g

Generate debug information.

-line-directive-mode <mode>

Control line directive generation:

  • none - No line directives
  • default - Standard line directives
  • source-map - Source map support

Target-Specific Options

Vulkan Options

-fvk-use-entrypoint-name

Use entry point name for SPIR-V OpEntryPoint.

-fvk-use-gl-layout

Use OpenGL-style memory layout rules.

CUDA Options

-cuda-sm <version>

Specify CUDA compute capability (e.g., 70 for 7.0).

CPU Options

-fpic

Generate position-independent code.

Advanced Options

-capability <cap>

Specify required capability for compilation.

-matrix-layout-column-major

Use column-major matrix layout.

-matrix-layout-row-major

Use row-major matrix layout.

-emit-ir

Output intermediate representation (.slang-module).

-load-stdlib-from <path>

Load standard library from specified path.

-no-stdlib

Don't automatically import standard library.

Building From Source

Prerequisites

Required:

  • CMake (3.26 preferred, 3.22 minimum)
  • C++ compiler with C++17 support (GCC, Clang, MSVC)
  • CMake compatible backend (Visual Studio, Ninja)
  • Python3 (for spirv-tools dependency)

Optional for tests:

  • CUDA
  • OptiX
  • NVAPI
  • Aftermath
  • X11

Get Source Code

git clone https://github.com/shader-slang/slang --recursive

Configure and Build

Ninja Build (All Platforms)

cmake --preset default
cmake --build --preset releaseWithDebugInfo

Visual Studio

cmake --preset vs2022
cmake --build --preset releaseWithDebugInfo

Available presets:

  • debug - Debug build
  • release - Release build
  • releaseWithDebugInfo - Release with debug info

Complete Workflow

cmake --workflow --preset release  # Configure, build, and package

WebAssembly Build

Requires Emscripten SDK:

# Install and activate Emscripten
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest

# Build generators for build platform
cmake --workflow --preset generators --fresh
mkdir generators  
cmake --install build --prefix generators --component generators

# Configure and build for WebAssembly
source ../emsdk/emsdk_env
emcmake cmake -DSLANG_GENERATORS_PATH=generators/bin --preset emscripten -G "Ninja"
cmake --build --preset emscripten --target slang-wasm

Testing

build/Debug/bin/slang-test

See slang-test documentation for comprehensive testing information.

Installation

cmake --build . --target install

This installs SlangConfig.cmake for find_package support:

find_package(slang REQUIRED PATHS ${CMAKE_INSTALL_PREFIX} NO_DEFAULT_PATH)
target_link_libraries(yourLib PUBLIC slang::slang)

Cross-Compiling

For cross-compilation scenarios:

  1. Build generators for build platform
  2. Configure with target platform toolchain
  3. Build for target platform

CMake Options

Key configuration options:

Option Default Description
SLANG_ENABLE_TESTS ON Build test suite
SLANG_ENABLE_EXAMPLES ON Build example programs
SLANG_ENABLE_GFX ON Build graphics abstraction layer
SLANG_ENABLE_SLANGRT ON Build runtime library

FAQ

How did this project start?

The Slang project forked from the "Spire" shading language research project. Slang takes lessons learned from research about productive shader compilation languages and applies them to a system that's easier to adopt and more suitable for production use.

Why use Slang instead of other HLSL-to-GLSL translators?

While tools like glslang and hlsl2glslfork are useful for basic HLSL-to-GLSL translation, Slang's goal is different. Rather than being "yet another HLSL-to-GLSL translator," Slang aims to create a shading language and toolchain that improves developer productivity over existing HLSL, while providing a reasonable adoption path for existing HLSL code.

If you're just looking for HLSL-to-GLSL translation, existing tools might meet your needs. If you're interested in a more productive shading language with better modularity, type safety, and modern language features, Slang may be worth investigating.

What makes a shading language more productive?

Key research informing Slang's design:

  • Shader Components: Modular and High Performance Shader Development - Shows benefits of modular shader development
  • A System for Rapid Exploration of Shader Optimization Choices - Demonstrates compiler techniques for shader optimization
  • Spark: Modular, Composable Shaders for Graphics Hardware - Early work on composable shader systems

Core productivity improvements:

  • Modularity: True separate compilation and module system
  • Type Safety: Interfaces and generics replace error-prone preprocessor hacks
  • Reflection: Consistent parameter binding information across targets
  • Portability: Single source compiles to many targets
  • Modern Features: Automatic differentiation, parameter blocks, etc.

Who is using Slang?

Current major users:

  • NVIDIA Falcor - Real-time rendering framework developed by NVIDIA Research
  • Various game studios - Adopting for next-generation renderers
  • Research institutions - Graphics and ML research projects
  • Independent developers - Hobby and commercial projects

The implementation has focused heavily on Falcor's needs but is designed to be broadly applicable.

Won't we all just use C/C++ for shaders soon?

The move to documented binary intermediate languages (SPIR-V, DXIL) creates opportunities for language innovation. While C++ shader support would be valuable, Slang addresses challenges unique to real-time graphics that won't automatically improve with C++:

  • Parameter binding complexity across different APIs
  • Shader stage semantics and validation
  • Target-specific optimizations and capabilities
  • Graphics-specific type systems (textures, samplers, etc.)
  • Automatic differentiation for learning-based rendering

Slang is complementary to C++ shader efforts, focusing on domain-specific improvements for graphics programming.

What are the main limitations?

Current limitations include:

  • Limited ecosystem compared to established tools
  • Bleeding edge status - API and language changes still occurring
  • Target coverage - Some advanced features not available on all targets
  • Documentation - Still expanding coverage of advanced topics
  • Tooling integration - IDE support improving but not universal

However, these limitations are actively being addressed as the project matures.

How stable is the language and API?

Slang is production-ready for many use cases but still evolving:

  • Core language features are stable
  • Compilation API has good stability with versioning
  • Advanced features (autodiff, capabilities) may see refinements
  • Backwards compatibility is prioritized for HLSL compatibility
  • Incremental adoption is supported - can gradually introduce Slang features

The project follows semantic versioning and provides migration guidance for breaking changes.

Source: Slang Shader repository docs