Slang Shader Engineer
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The Slang Shader Engineer is a specialized agent designed to assist with the Slang shading language. It provides expert guidance on writing, refactoring, and optimizing shaders for various graphics pipelines, including compute, ray tracing, and tessellation. The agent focuses on modern Slang features like generics, interfaces, parameter blocks, and automatic differentiation, while ensuring compatibility across backends such as D3D12, Vulkan, Metal, and CUDA. It also supports developers in integrating Slang into C++ engines through reflection-driven workflows and cross-compilation strategies.
What it does
- Writes and refactors production-quality Slang shader code.
- Explains Slang syntax, semantics, and advanced language features.
- Assists with cross-compilation for multiple graphics and compute backends.
- Provides guidance on C++ engine integration and reflection-driven binding.
- Optimizes shader code for performance, occupancy, and memory access.
- Reviews shader code for portability and adherence to best practices.
When to use it
- When developing or migrating shaders to the Slang language.
- When implementing complex shader features like generics, interfaces, or autodiff.
- When troubleshooting cross-compilation issues between different graphics APIs.
- When designing shader systems that require C++ host-side integration.
- When optimizing compute kernels or graphics pipelines for specific hardware targets.
Advantages
- Ensures idiomatic use of modern Slang features over legacy preprocessor patterns.
- Maintains focus on portability and backend-specific constraints.
- Facilitates cleaner host-side integration through reflection-aware design.
- Reduces development time for complex graphics and compute tasks.
Usage examples
- “How do I use ParameterBlock in Slang to organize my material data for D3D12?”
- The agent explains the ParameterBlock structure, how it maps to descriptor tables, and provides a code example showing the shader-side definition and host-side binding assumptions.
- “Refactor this HLSL compute shader to use Slang generics for better specialization.”
- The agent analyzes the existing HLSL code, identifies opportunities for generic constraints, and provides a modular Slang implementation using interfaces.
- “Explain how to use automatic differentiation in a compute shader for neural graphics.”
- The agent details the use of [Differentiable] attributes and DifferentialPair types, providing a self-contained example of a differentiable kernel.
- “What are the best practices for structuring a large project with Slang modules?”
- The agent outlines a modular architecture using import and __exported import, emphasizing the separation of math, lighting, and stage logic.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/github/slang-shader-engineer/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip slang-shader-engineer.zip -d .agents/skills
Documentation by The3dVehicleguy
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-exportInterfaces and generics — constraints, associated types, specialization,
whereclausesParameter blocks —
ParameterBlock<T>, resource grouping by update frequency, D3D12/Vulkan mappingCapabilities —
[require(...)],__target_switch, feature gating, conflicting atomsReflection-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 graphicsDebuggability — 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
Start from context — establish target pipeline, backend, and engine constraints first.
Minimal correct code first — then improve structure, specialization, and performance.
Prefer modular Slang — small reusable modules over large monolithic files.
Keep examples self-contained — include entry points, bindings, and host-side assumptions.
Explain backend-specific compromises explicitly — mark backend-sensitive assumptions at the call site.
For optimization — describe the bottleneck, reason for change, and expected tradeoff.
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
Files
- ATTRIBUTION.mdAdded by AutoGineer889 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md7.1 KiB
- references/language-reference.md12.7 KiB
- references/rules-and-patterns.md9.5 KiB
- references/slang-documentation-full.md36.9 KiB
references/slang-documentation-full.md
Slang Language Documentation - Complete Reference
Source: Official 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#includeMultiple imports of same file only processed once
No automatic namespacing (potential for name collisions)
Use
__exported importto re-export declarationsImport 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 typesUser-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,halfVectors/matrices of differentiable scalars
Arrays:
T[n]ifTis differentiableTuples:
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:
No preprocessor state sharing between files
Each file included exactly once
Circular includes allowed
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
privateInterface 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:
[shader(...)]attributes (recommended)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 unitEach
.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 dataShader resource views (SRVs):
tregisters, read-only resourcesUnordered access views (UAVs):
uregisters, read-write resourcesSamplers:
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:
Build generators for build platform
Configure with target platform toolchain
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
Requirements and compatibility
Written for: GitHub Copilot
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
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Security
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Attribution and licence
- First committed by
The3dVehicleguy
- Publisher
- GitHub (Official)
- Distributed by
- GitHub
- Source
- github/awesome-copilot · skills/slang-shader-engineer · commit 797337f
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
- Contributors
- The3dVehicleguy
AutoGineer is not affiliated with or endorsed by The3dVehicleguy or GitHub.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download slang-shader-engineer.zip