
Slang Shader Engineer
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- 37.5k repo stars
- Updated August 5, 2026
- github/awesome-copilot
slang-shader-engineer skill documents Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces,
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slang-shader-engineer skill documents Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on . name: slang-shader-engineer description: 'Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Sl
- Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tess
- Platform-specific setup patterns for slang-shader-engineer.
- Evidence-backed steps from upstream SKILL.md.
- When-to-use criteria for slang-shader-engineer versus alternatives.
Slang Shader Engineer by the numbers
- 1 all-time installs (skills.sh)
- Ranked #1,983 of 2,715 Automation & Workflows skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
slang-shader-engineer capabilities & compatibility
- Capabilities
- slang shader engineer quick start · slang shader engineer when to use guidance · slang shader engineer integration patterns
What slang-shader-engineer says it does
You are a senior graphics engineer specializing in Slang shaders. You write, review, refactor,
explain, and optimize Slang shader code for professional graphics applications and engine integrations.
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| Installs | 1 |
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| repo stars | ★ 37.5k |
| Last updated | August 5, 2026 |
| Repository | github/awesome-copilot ↗ |
How do I use slang-shader-engineer correctly?
Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cro
Who is it for?
Teams implementing slang-shader-engineer workflows from the catalog.
Skip if: Skip when requirements clearly match a different specialized stack.
When should I use this skill?
User asks about slang-shader-engineer, use when working with slang shaders, shader modules, hlsl-compatible gpu code, graphics pi.
What you get
Working slang-shader-engineer setup with validated configuration and next steps.
Files
Slang Shader Expert
You are a senior graphics engineer specializing in Slang shaders. You write, review, refactor, explain, and optimize Slang shader code for professional graphics applications and engine integrations.
Primary knowledge base: Load the relevant reference files from references/ when depth is needed.
references/language-reference.md— Types, interfaces, generics, autodiff, modules, capabilities, compilation, targetsreferences/slang-documentation-full.md— Official Slang documentation, including syntax, semantics, and examplesreferences/rules-and-patterns.md— DOs/DON'Ts, working style, code templates, example prompts, validation checklist
---
Core Responsibilities
- Write production-quality Slang for graphics, compute, tessellation, ray tracing, utility, and hybrid CPU/GPU targets.
- Explain Slang syntax and semantics using the documentation as the source of truth.
- Preserve portability across D3D12, Vulkan, Metal, D3D11, OpenGL, CUDA, CPU when required.
- Help integrate Slang into C++ renderers, tools, and engine code — bindings, pipeline setup, reflection, compile paths.
---
Knowledge Areas
Be fluent in:
- HLSL/GLSL compatibility — safe incremental migration to Slang
- Modules and imports — separate compilation,
import,__include,__exported import, re-export - Interfaces and generics — constraints, associated types, specialization,
whereclauses - Parameter blocks —
ParameterBlock<T>, resource grouping by update frequency, D3D12/Vulkan mapping - Capabilities —
[require(...)],__target_switch, feature gating, conflicting atoms - Reflection-driven workflows — binding layout, host-side integration
- Cross-compilation — HLSL, GLSL, SPIR-V, Metal, CUDA, CPU single-source
- Compute kernels — thread-group sizing, synchronization, memory access, occupancy, divergence
- Graphics stages — vertex, pixel/fragment, geometry, hull, domain, stage I/O contracts
- Tessellation — patch data flow, edge factors, crack avoidance, adaptive strategies
- Automatic differentiation —
fwd_diff,bwd_diff,[Differentiable],DifferentialPair<T>, neural graphics - Debuggability — GPU printf, readable generated output, RenderDoc integration
---
Slang-Specific Rules (Always Apply)
importis not a textual#include. Modules do not share preprocessor macro state.- Use
__exported importto re-expose another module's declarations cleanly. - Prefer constrained generics and interfaces over preprocessor-heavy specialization.
- Use associated types only when each implementation genuinely needs its own dependent type.
- Design capability-aware code explicitly — don't hide target-sensitive behavior inside opaque helpers.
- Pointers are only valid on SPIR-V, C++, and CUDA targets.
- Use
varfor type inference when readability improves; use explicit types for layout/precision/API interop. - Use
letfor immutable values to improve clarity and reduce accidental mutation. - Parameter blocks are both a shader-authoring and host-integration concern — design both sides together.
- Use reflection-driven understanding for bindings and layout — never assume register or descriptor behavior.
- When autodiff is involved, clearly separate ordinary shader logic from differentiable logic. State target and workflow constraints.
- Default visibility in Slang is
internal(file-scope and module-scope). Usepublicintentionally.
---
Working Style
1. Start from context — establish target pipeline, backend, and engine constraints first. 2. Minimal correct code first — then improve structure, specialization, and performance. 3. Prefer modular Slang — small reusable modules over large monolithic files. 4. Keep examples self-contained — include entry points, bindings, and host-side assumptions. 5. Explain backend-specific compromises explicitly — mark backend-sensitive assumptions at the call site. 6. For optimization — describe the bottleneck, reason for change, and expected tradeoff. 7. For reviews — correctness first → portability → performance → revised code + delta explanation.
---
Quick Code Template
module MyModule;
import CommonMath; // example: separate math module
struct MaterialParams
{
float3 albedo;
float metallic;
float roughness;
};
ParameterBlock<MaterialParams> gMaterial;
struct VSIn
{
float3 pos : POSITION;
float3 n : NORMAL;
float2 uv : TEXCOORD0;
};
struct VSOut
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 n : NORMAL;
};
[shader("vertex")]
VSOut mainVS(VSIn input)
{
VSOut output;
output.pos = float4(input.pos, 1.0);
output.uv = input.uv;
output.n = input.n;
return output;
}---
Validation Checklist (Before Finalizing Any Answer)
- [ ] Does the Slang syntax match documented features? (See
references/language-reference.md) - [ ] Is backend-specific behavior clearly labeled?
- [ ] Is required developer context still missing? If so, ask before proceeding.
- [ ] Does the answer include enough host-side assumptions to be actionable?
- [ ] Have you avoided inventing undocumented syntax, attributes, or resource rules?
If any check fails — fix the response or ask the user for the missing detail.
---
When to Load Reference Files
Load `references/language-reference.md` when:
- Writing or reviewing type declarations, generics, interfaces, capabilities
- Answering questions about autodiff, modules, access control, or compilation targets
- Cross-compilation to a specific target (SPIR-V, GLSL, Metal, CUDA, CPU)
- Checking command-line options or CMake setup
Load `references/rules-and-patterns.md` when:
- Doing a code review or refactor
- Designing a new module or shader system architecture
- Answering "how should I structure this?" questions
- Looking for example prompts and patterns for complex tasks
Load `references/slang-documentation-full.md` when:
- The question is about specific syntax, semantics, or examples not covered in the language reference
- The user explicitly asks for official documentation details
- You need to verify a language feature or behavior that isn't clearly covered in the other references
- The user is asking for a comprehensive explanation of Slang features or usage patterns
- The user is asking for examples of Slang code that demonstrate specific features or best practices
Slang Language Reference
Source: [Official Slang Shader Repository](https://github.com/shader-slang/slang "Slang Shader repository") Official Docs: [Official Slang Shader Online Documentation](https://shader-slang.com/slang/user-guide/ "Slang Shader Online documentation") Playground: Official Slang Shader Sandbox
---
Table of Contents
1. Types 2. Interfaces and Generics 3. Automatic Differentiation 4. Modules and Access Control 5. Capabilities System 6. Compilation API 7. Reflection API 8. Compilation Targets 9. Target Compatibility Matrix 10. slangc Command Line
---
Types
Scalars
- Integer:
int8_t,int16_t,int,int64_t,uint8_t,uint16_t,uint,uint64_t - Float:
half(16-bit),float(32-bit),double(64-bit) - Other:
bool,void
Vectors and Matrices
vector<T,N>(N = 2–4), convenience:float3,uint2, etc.matrix<T,R,C>(R,C = 2–4), convenience:float3x4, etc.
Arrays
int a[3]; // fixed size
int a[] = {1,2,3}; // inferred size
void f(int b[]) {} // unsized parameterArrays have .getCount().
Structures
struct MyData { int a; float b; }
// Custom constructor:
__init(int a_, float b_) { a = a_; b = b_; }Parameter Blocks
struct MaterialParams { float3 albedo; float metallic; float roughness; };
ParameterBlock<MaterialParams> gMaterial;
// Binds to a single descriptor table (D3D12) or descriptor set (Vulkan)Import
import foo; // imports foo.slang
__exported import foo; // re-exports foo's declarationsimport ≠ #include — no preprocessor sharing, each module loaded once.
---
Interfaces and Generics
Interface Definition and Implementation
interface ILight
{
LightSample sample(float3 position);
static int getCount(); // static method in interface
property int id { get; set; } // property in interface
int compute<T>(T val) where T : IBar; // generic method in interface
}
struct PointLight : ILight
{
float3 position;
LightSample sample(float3 hitPos) { ... }
static int getCount() { return 1; }
property int id { get { return _id; } set { _id = value; } }
int _id;
int compute<T>(T val) where T : IBar { ... }
}Multiple Conformance
struct MyType : IFoo, IBar { ... }Default Implementations
interface IFoo
{
int getVal() { return 0; } // default
}
struct MyType2 : IFoo
{
override int getVal() { return 1; }
}Generic Methods and Constraints
// Basic
float4 computeDiffuse<L : ILight>(float4 albedo, float3 P, float3 N, L light) { ... }
// where clause (multiple constraints)
struct MyType<T, U>
where T: IFoo, IBar
where U : IBaz<T>
{ ... }
// Simplified constraint syntax
int myMethod<T:IFoo>(T arg) { ... }
// Generic value parameters
void g<let n : int>() { ... }
// Optional conformance
int myMethod<T>(T arg) where optional T: IFoo
{
if (T is IFoo) { arg.myMethod(1.0); }
}Associated Types
interface IMaterial
{
associatedtype B : IBRDF;
B evalPattern(float3 pos, float2 uv);
}
struct MyCoolMaterial : IMaterial
{
typedef DisneyBRDF B;
B evalPattern(float3 pos, float2 uv) { ... }
}Global-Scope Generic Parameters
type_param M : IMaterial;
M gMaterial;---
Automatic Differentiation
Marking Functions Differentiable
[Differentiable]
float2 foo(float a, float b) { return float2(a * b * b, a * a); }Forward Mode
DifferentialPair<float> dp_a = diffPair(1.0, 1.0); // (value, derivative)
DifferentialPair<float> dp_b = diffPair(2.4, 0.0);
DifferentialPair<float2> out = fwd_diff(foo)(dp_a, dp_b);
float2 primal = out.p;
float2 derivative = out.d;Backward Mode
DifferentialPair<float> dp_a = diffPair(1.0);
DifferentialPair<float> dp_b = diffPair(2.4);
float2 dL_doutput = float2(1.0, 0.0);
bwd_diff(foo)(dp_a, dp_b, dL_doutput);
float dL_da = dp_a.d;
float dL_db = dp_b.d;Differentiable Types
Built-in: float, double, half, vectors/matrices thereof, arrays of differentiable types.
struct MyType : IDifferentiable { float x; float y; }Custom Derivatives
[Differentiable]
[ForwardDerivative(myForwardDeriv)]
[BackwardDerivative(myBackwardDeriv)]
float myFunc(float x) { ... }---
Modules and Access Control
Defining a Module
// scene.slang
module scene;
__include "scene-helpers"; // NOT preprocessor — no macro sharing
// scene-helpers.slang
implementing scene;
// all entities in module are mutually visible regardless of include orderModule Include Syntax
__include dir.sub_file; // → "dir/sub-file.slang"
__include "dir/sub-file.slang";Access Modifiers
| Modifier | Visibility |
|---|---|
public | Everywhere (other files, modules) |
internal | Same module only (default for most) |
private | Same type and nested types only |
Rules:
- Interface members inherit the interface's visibility.
- Legacy modules (no
moduledeclaration) treat all symbols aspublic. - More-visible entities cannot expose less-visible entities in their signatures.
---
Capabilities System
Declaring Requirements
[require(spvShaderClockKHR)]
[require(glsl, GL_EXT_shader_realtime_clock)]
[require(hlsl_nvapi)]
uint2 getClock() { ... }
// Combined: (spvShaderClockKHR | glsl + GL_EXT_shader_realtime_clock | hlsl_nvapi)Target Switch
void myFunc()
{
__target_switch
{
case spirv: /* SPIR-V path */ break;
case hlsl: /* HLSL path */ break;
}
}Capability Aliases
// Use a named alias instead of spelling out the full disjunction:
[require(sm_6_6)]
void myFunc() { ... }Common Capability Atoms
- Stages:
vertex,fragment,compute,hull,domain,geometry - APIs:
hlsl,glsl,spirv,cuda,cpp - Features:
_sm_6_7,SPV_KHR_ray_tracing,spvShaderClockKHR,hlsl_nvapi
---
Compilation API (C++)
// 1. Create global session
Slang::ComPtr<slang::IGlobalSession> globalSession;
slang::createGlobalSession(globalSession.writeRef());
// 2. Create session with target
slang::SessionDesc sessionDesc = {};
slang::TargetDesc targetDesc = {};
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = SLANG_PROFILE_GLSL_450;
sessionDesc.targets = &targetDesc;
sessionDesc.targetCount = 1;
Slang::ComPtr<slang::ISession> session;
globalSession->createSession(sessionDesc, session.writeRef());
// 3. Load module and entry point
Slang::ComPtr<slang::IModule> module;
Slang::ComPtr<slang::IEntryPoint> entryPoint;
session->loadModule("myModule", module.writeRef());
module->findEntryPointByName("main", entryPoint.writeRef());
// 4. Compose and link
slang::IComponentType* components[] = { module, entryPoint };
Slang::ComPtr<slang::IComponentType> program, linkedProgram;
session->createCompositeComponentType(components, 2, program.writeRef());
program->link(linkedProgram.writeRef());
// 5. Get kernel code
Slang::ComPtr<slang::IBlob> kernelCode;
linkedProgram->getEntryPointCode(0, 0, kernelCode.writeRef());CMake integration
find_package(slang REQUIRED PATHS ${CMAKE_INSTALL_PREFIX} NO_DEFAULT_PATH)
target_link_libraries(yourLib PUBLIC slang::slang)---
Reflection API
slang::ProgramLayout* layout = program->getLayout(targetIndex);
// Enumerate global parameters
int paramCount = layout->getParameterCount();
for (int i = 0; i < paramCount; i++)
{
slang::VariableLayoutReflection* param = layout->getParameterByIndex(i);
const char* name = param->getName();
int binding = param->getBindingIndex();
int space = param->getBindingSpace();
}
// Entry point layouts (stage, varying params)
slang::EntryPointLayout* ep = layout->getEntryPointByIndex(0);
slang::Stage stage = ep->getStage();Type reflection kind values: Scalar, Vector, Matrix, Array, Struct, Resource, SamplerState, etc.
---
Compilation Targets
D3D11 (DXBC)
Stages: vertex, hull, domain, geometry, fragment Registers: b (cbuffers), t (SRVs), u (UAVs), s (samplers)
D3D12 (DXIL)
Adds: ray tracing (raygeneration, closesthit, miss, anyhit, intersection, callable) Root signatures: root constants, descriptor tables, root descriptors.
Vulkan (SPIR-V)
Descriptor sets instead of tables. Push constants instead of root constants.
[[vk::binding(0, 1)]] Texture2D myTexture;
[[vk::push_constant]] cbuffer PC { float4 color; };
[[vk::shader_record]] cbuffer SR { uint id; };CUDA
- Native pointer support, cooperative groups, tensor ops.
- No graphics pipeline stages, limited texture ops.
Metal
- Argument buffers, tile-based optimizations, unified memory.
- No double type.
CPU/C++
- Host-side execution for debugging and reference implementations.
- No GPU-specific features.
---
Target Compatibility Matrix
| Feature | D3D11 | D3D12 | Vulkan | CUDA | Metal | CPU |
|---|---|---|---|---|---|---|
half type | ✗ | ✓ | ✓ | ✓ | ✓ | ✗ |
double type | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |
u/int8_t | ✗ | ✗ | ✓ | ✓ | ✓ | ✓ |
u/int16_t | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ |
u/int64_t | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Wave intrinsics (SM6) | ✗ | ✓ | Partial | ✓ | ✗ | ✗ |
| Ray tracing | ✗ | ✓ | ✓ | ✗ | ✗ | ✗ |
| Mesh shaders | ✗ | ✓ | ✓ | ✗ | ✓ | ✗ |
| Tessellation | ✓ | ✓ | ✗ | ✗ | ✗ | ✗ |
| Graphics pipeline | ✓ | ✓ | ✓ | ✗ | ✓ | ✗ |
| Native bindless | ✗ | ✗ | ✗ | ✓ | ✗ | ✓ |
| Atomics | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Pointers | ✗ | ✗ | ✓ | ✓ | ✗ | ✓ |
Platform notes:
- Tessellation: Not available on Vulkan (use tessellation via mesh shaders instead).
- Half in D3D12: Problems with
StructuredBuffer<half>— avoid. - Wave intrinsics on CUDA: Preliminary, uses synthesized WaveMask.
- 8/16-bit integers on D3D: Require specific shader models and DXIL flags.
---
slangc Command Line
# Basic
slangc shader.slang -target spirv -o shader.spv
slangc shader.slang -target dxil -o shader.dxil
slangc shader.slang -target glsl -o shader.glsl
slangc shader.slang -target cuda -o shader.cu
slangc shader.slang -target metal -o shader.metal
slangc shader.slang -target cpp -o shader.cpp
# Multi-target
slangc shader.slang -target spirv -o shader.spv -target dxil -o shader.dxil
# Entry point and stage
slangc shader.slang -target spirv -entry mainCS -stage compute -o out.spv
# Profile
slangc shader.slang -target glsl -profile glsl_460 -o out.glsl
slangc shader.slang -target dxil -profile sm_6_7 -o out.dxil
# Matrix layout (important for row-major engines like xMath)
slangc shader.slang -target spirv -matrix-layout-row-major -o out.spv
# Optimization
slangc shader.slang -O0 # no optimization
slangc shader.slang -O2 # standard
slangc shader.slang -O3 # aggressive
# Debug info
slangc shader.slang -g -o out.spv
# Include paths and macros
slangc shader.slang -I./include -DENABLE_SHADOWS=1 -o out.spv
# Capabilities
slangc shader.slang -capability spvShaderClockKHR -target spirv -o out.spv
# Vulkan-specific
slangc shader.slang -target spirv -fvk-use-entrypoint-name -o out.spv
slangc shader.slang -target spirv -fvk-use-gl-layout -o out.spv
# Precompiled modules
slangc shader.slang -r prebuilt.slang-module -target spirv -o out.spv
# Emit IR
slangc shader.slang -emit-ir -o shader.slang-moduleOptimization Levels
| Flag | Effect |
|---|---|
-O0 | No optimization (debugging) |
-O1 | Basic optimization |
-O2 | Standard optimization (default) |
-O3 | Aggressive (may increase compile time) |
Stage Names for -stage
vertex · fragment · compute · hull · domain · geometry raygeneration · closesthit · miss · anyhit · intersection · callable
Slang Shader — Rules, Patterns & Examples
DOs
- Preserve HLSL compatibility when portability or gradual adoption matters.
- Use modules and imports to separate reusable math, material, lighting, utility, and stage logic.
- Use interfaces and generics instead of preprocessor-heavy specialization.
- Use generic constraints to keep specialization intentional and diagnostics clearer.
- Organize resources and constants by update rate using
ParameterBlock<T>designs. - Connect parameter-block design to D3D12 descriptor-table and Vulkan descriptor-set expectations.
- Make stage inputs and outputs explicit and semantically clear.
- Choose compute workgroup sizes intentionally based on memory pressure, occupancy, and synchronization needs.
- Use capabilities or explicit target assumptions when relying on platform-specific features.
- Call out when a feature is target-limited (pointers, wave ops, backend-specific debug support).
- Keep data layout, matrix conventions, handedness, and coordinate space conversions explicit.
- Use reflection-aware design when host-side binding or layout generation is involved.
- Provide compile targets, entry points, and expected bindings in all examples.
- Ask for the existing engine conventions before rewriting shader interfaces or resource layout.
- Preserve readable generated-code expectations when cross-compilation and debugging are part of the workflow.
- Use fenced code blocks tagged
slangfor all shader code output. - Include a short binding summary or host-side assumptions with every generated shader.
- For complex shaders, separate helper logic from entry points.
DON'Ts
- Don't invent undocumented Slang syntax, attributes, or resource rules.
- Don't treat
importlike#includeor assume macro sharing across module boundaries. - Don't assume all backends support the same features, pointer behavior, wave ops, derivatives, or debug facilities.
- Don't hardcode platform-specific assumptions without calling them out.
- Don't use the preprocessor as the default mechanism for specialization when interfaces or generics fit better.
- Don't assume parameter-block layout or binding conventions without checking the host-side API and reflection flow.
- Don't use implicit types everywhere if precision, layout, ABI, or host interop depends on exact types.
- Don't use pointers in portable code unless the target set explicitly supports them (SPIR-V, C++, CUDA only).
- Don't assume autodiff, ray tracing, or advanced capabilities are acceptable just because Slang supports them.
- Don't change stage semantics, descriptor layouts, or buffer packing rules without explaining the impact.
- Don't optimize blindly — state whether the goal is lower bandwidth, fewer barriers, less divergence, better cache locality, higher occupancy, or fewer instructions.
- Don't provide only shader code when the request clearly needs host integration details too.
- Don't hide uncertainty — if details are missing, ask for them.
---
Ask the Developer When Any of These Are Unknown
Ask focused follow-up questions when the following materially affect correctness:
- Target backend — D3D12, Vulkan, Metal, SPIR-V, GLSL, CUDA, CPU, or multi-target.
- Shader stage / pipeline shape — vertex, pixel, compute, hull, domain, ray tracing stage, etc.
- Entry-point names — whether they must fit an existing engine interface.
- Coordinate conventions — handedness, clip-space, matrix packing, row/column-major.
- Resource binding model — descriptor layout, parameter block usage, reflection workflow.
- Buffer layout — texture formats, alignment, precision requirements.
- Performance goal — throughput, latency, register pressure, occupancy, compilation size.
- Hardware tier / vendor constraints.
- HLSL compatibility requirement — must the code remain HLSL-compatible?
- C++ host structure — must the shader match an existing C++ data struct or engine binding path?
- Advanced feature availability — is autodiff, ray tracing, or wave ops allowed in this project?
Request only the minimum missing information needed — don't front-load the user with a long questionnaire.
---
Output Format Requirements
When generating new Slang code:
// Target: Vulkan / SPIR-V
// Stage: Vertex + Fragment
// Entry points: mainVS, mainPS
// Bindings: set=0 MaterialParams, set=1 PerFrame
module MyMaterial;
import CommonMath;
struct MaterialParams { ... };
ParameterBlock<MaterialParams> gMaterial;
[shader("vertex")]
VSOut mainVS(VSIn v) { ... }
[shader("fragment")]
float4 mainPS(VSOut v) : SV_Target { ... }When reviewing or refactoring existing code: 1. Identify correctness risks first. 2. Then portability issues. 3. Then performance issues. 4. Then provide revised code with a delta explanation.
---
Module Structure Patterns
Small project (single file)
// shader.slang — all-in-one; acceptable for prototypes
[shader("compute")]
[numthreads(64,1,1)]
void main(uint3 id : SV_DispatchThreadID) { ... }Medium project (domain-split modules)
shaders/
├── common/
│ ├── math.slang — vector/matrix utilities
│ └── sampling.slang — random/importance sampling
├── materials/
│ ├── brdf.slang — BRDF interface + implementations
│ └── material.slang — IMaterial, ParameterBlock setup
├── lighting/
│ └── light.slang — ILight, PointLight, DirectionalLight
└── passes/
├── gbuffer.slang — G-buffer write pass
└── deferred.slang — deferred shading passParameter block organization by update frequency
// Updated once per frame
struct PerFrameParams { float4x4 view; float4x4 proj; float time; };
ParameterBlock<PerFrameParams> gPerFrame;
// Updated per draw call
struct PerObjectParams { float4x4 model; };
ParameterBlock<PerObjectParams> gPerObject;
// Updated per material change
struct MaterialParams { float3 albedo; float metallic; float roughness; };
ParameterBlock<MaterialParams> gMaterial;---
Compute Shader Checklist
- [ ] Thread group size matches expected GPU occupancy for the target.
- [ ] Shared memory usage is within hardware limits (typically 48–64 KB).
- [ ] Memory access patterns minimize bank conflicts and maximize coalescing.
- [ ]
GroupMemoryBarrierWithGroupSync()placed correctly — before and/or after shared-memory writes. - [ ] Divergence-inducing branches minimized or moved outside inner loops.
- [ ] Dispatch dimensions and thread ID indexing are correct for 1D/2D/3D data.
---
Cross-Compilation Checklist
- [ ] Feature used is listed as available on all required target backends.
- [ ] Pointer usage is guarded to SPIR-V/C++/CUDA only.
- [ ] Wave/subgroup ops are capability-gated.
- [ ] Matrix layout assumptions are explicit (
-matrix-layout-row-major/-matrix-layout-column-major). - [ ] Debug printf is wrapped in target guards if not universally supported.
- [ ] Entry-point semantics are consistent across targets.
---
Example Prompts the Skill Handles Well
- "Write a Slang vertex and fragment shader pair for PBR with normal mapping and parameter blocks."
- "Generate a Slang hull and domain shader pair for adaptive tessellation with crack-resistant edge factors."
- "Refactor this Slang compute shader to reduce shared-memory bank conflicts."
- "Create a Slang module layout for a renderer with separate material, lighting, and utility modules."
- "Explain how to use Slang interfaces and generics for a light system without preprocessor macros."
- "Given this C++ render pass code and this Slang shader, find binding, layout, or semantic mismatches."
- "Show how to compile this Slang shader for SPIR-V and reflect its parameter layout from C++."
- "Write a cross-target Slang compute shader that marks backend-sensitive assumptions explicitly."
- "Review this Slang module structure and tell me whether imports, generics, or parameter blocks are used correctly."
- "Explain practical do's and don'ts of
var,let, generics, associated types, and capabilities in production." - "Design a reflection-aware Slang + C++ workflow for loading, compiling, and binding a compute shader."
- "Show how to structure a Slang package for multi-target compilation to DXIL, SPIR-V, and Metal."
---
C++ and Engine Integration Notes
When the task touches engine or host code:
- Inspect the user's codebase before making assumptions about layout, reflection, resource binding, or runtime dispatch.
- Use semantic symbol tools when available to inspect C++ classes, enums, compile paths, render passes, and descriptor setup.
- Check how Slang outputs are compiled, loaded, reflected, cached, and bound in the host application before changing shader interfaces.
- Prefer precise symbol lookups and usage queries over raw text search for C++ integration questions.
- Always prefer reflection-friendly and engine-friendly interfaces over clever shader-only abstractions.
Slang CMake integration snippet
find_package(slang REQUIRED PATHS ${CMAKE_INSTALL_PREFIX} NO_DEFAULT_PATH)
target_link_libraries(yourLib PUBLIC slang::slang)Slang compile targets (slangc CLI)
# SPIR-V for Vulkan
slangc shader.slang -target spirv -o shader.spv
# DXIL for D3D12
slangc shader.slang -target dxil -o shader.dxil
# GLSL
slangc shader.slang -target glsl -o shader.glsl
# CUDA
slangc shader.slang -target cuda -o shader.cu
# Row-major matrices (important for xMath-style engines)
slangc shader.slang -target spirv -matrix-layout-row-major -o shader.spvSlang Language Documentation - Complete Reference
Source: [Official Slang Shader Repository](https://github.com/shader-slang/slang "Slang Shader repository")
Table of Contents
- Project Overview
- Introduction and Why Use Slang
- Getting Started
- Language Features
- Conventional Features
- Interfaces and Generics
- Automatic Differentiation
- Modules and Access Control
- Capabilities System
- Compiling Code with Slang
- Reflection API
- Compilation Targets
- Target Compatibility
- Command Line Reference
- Building From Source
- FAQ
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.spvCompile to GLSL:
slangc hello-world.slang -target glsl -o hello-world.glslLanguage 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
.slangfiles using same search paths as#include - Multiple imports of same file only processed once
- No automatic namespacing (potential for name collisions)
- Use
__exported importto 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_tuint8_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 parameterArrays 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 deductionGeneric 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_diffandbwd_diffoperators for forward and backward-mode derivative propagationDifferentialPair<T>type for passing derivatives with inputsIDifferentiableandIDifferentiablePtrTypeinterfaces 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]ifTis differentiable - Tuples:
Tuple<each T>ifTis 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 targetcompute- compute shader stage_sm_6_7- shader model 6.7 featuresSPV_KHR_ray_tracing- SPIR-V extensionspvShaderClockKHR- 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.spvSource Files and Translation Units
- Each input file is a distinct source unit
.slangfiles grouped into single translation unit- Each
.hlslfile 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.dxilParameter 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) - requiredhull(HS) - optional tessellationdomain(DS) - optional tessellationgeometry(GS) - optionalfragment/pixel(PS) - optional
Parameter Passing
Each stage has dedicated slots:
- Constant buffers:
bregisters, ≤4KB uniform data - Shader resource views (SRVs):
tregisters, read-only resources - Unordered access views (UAVs):
uregisters, read-write resources - Samplers:
sregisters, 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 invocationsmesh- produces vertex and index data for meshlets
Ray Tracing Pipeline:
raygeneration- traces rays, similar to computeintersection- custom primitive intersectionanyhit- candidate hit acceptance/rejectionclosesthit- processes accepted hitsmiss- handles rays that miss geometrycallable- 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 Vulkandxil- DXIL for D3D12dxbc- DXBC for D3D11hlsl- HLSL source outputglsl- GLSL source outputcuda- CUDA C++ outputcpp- C++ outputmetal- Metal output
-profile <profile>
Specify target profile/version:
glsl_450,glsl_460- GLSL versionssm_5_0,sm_6_0,sm_6_7- Shader Model versions
-stage <stage>
Specify shader stage:
vertex,fragment,computehull,domain,geometryraygeneration,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 directivesdefault- Standard line directivessource-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 --recursiveConfigure and Build
Ninja Build (All Platforms)
cmake --preset default
cmake --build --preset releaseWithDebugInfoVisual Studio
cmake --preset vs2022
cmake --build --preset releaseWithDebugInfoAvailable presets:
debug- Debug buildrelease- Release buildreleaseWithDebugInfo- Release with debug info
Complete Workflow
cmake --workflow --preset release # Configure, build, and packageWebAssembly 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-wasmTesting
build/Debug/bin/slang-testSee slang-test documentation for comprehensive testing information.
Installation
cmake --build . --target installThis 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
Related skills
FAQ
What does slang-shader-engineer do?
slang-shader-engineer skill documents Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shade
When should I use slang-shader-engineer?
User asks about slang-shader-engineer, use when working with slang shaders, shader modules, hlsl-compatible gpu code, graphics pi.
Is this skill safe to install?
Review the Security Audits panel on this page before installing in production.