Generated banner for Slang Shader Engineer
Generated logo for Slang Shader Engineer

Slang Shader Engineer

GitHubOfficialFirst committed by The3dVehicleguyDistributed by GitHub

  • Skill
  • Role or persona
  • Software development
  • MIT
  • No issues found

From the author

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 Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for Slang-to-HLSL/GLSL/Metal/CUDA cross-compile questions, or when the user says "shader" alongside "generics", "interfaces", "parameter blocks", "autodiff", or "capabilities".
— the description by The3dVehicleguy

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

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/github/slang-shader-engineer/download
  2. Unzip 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, targets

  • references/slang-documentation-full.md — Official Slang documentation, including syntax, semantics, and examples

  • references/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, where clauses

  • 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)

  • import is not a textual #include. Modules do not share preprocessor macro state.

  • Use __exported import to 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 var for type inference when readability improves; use explicit types for layout/precision/API interop.

  • Use let for 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). Use public intentionally.


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

Files

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.spv

Compile to GLSL:

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

Language Features

Import Declarations

Slang introduces import declarations for better software modularity:

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

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

Key details:

  • Import searches for .slang files using same search paths as #include

  • Multiple imports of same file only processed once

  • No automatic namespacing (potential for name collisions)

  • Use __exported import to re-export declarations

  • Import is not like #include - no preprocessor macro sharing

Explicit Parameter Blocks

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

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

ParameterBlock<ViewParams> gViewParams;

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

Interfaces

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

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

interface ILight
{
    LightSample sample(float3 position);
}

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

Slang supports generic declarations using angle-bracket syntax:

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

For compatibility with existing HLSL global declarations:

type_param M : IMaterial;
M gMaterial;
Associated Types

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

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

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

Conventional Features

Types

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

Scalar Types

Integer types:

  • int8_t, int16_t, int, int64_t

  • uint8_t, uint16_t, uint, uint64_t

Floating-point types:

  • half (16-bit)

  • float (32-bit)

  • double (64-bit)

Boolean type: bool Void type: void

Vector Types

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

Matrix Types

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

Array Types

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

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

Arrays have getCount() method that returns length.

Structure Types

Structure types with struct keyword:

struct MyData
{
    int a;
    float b;
}

Structures can have constructors defined with __init keyword.

Interfaces and Generics

Interfaces

Interfaces define methods and services a type should provide:

interface IFoo
{
    int myMethod(float arg);
}

struct MyType : IFoo
{
    int myMethod(float arg)
    {
        return (int)arg + 1;
    }
}
Multiple Interface Conformance
interface IBar { uint myMethod2(uint2 x); }

struct MyType : IFoo, IBar
{
    int myMethod(float arg) {...}
    uint myMethod2(uint2 x) {...}
}
Default Implementations
interface IFoo
{
    int getVal() { return 0; }  // default implementation
}

struct MyType : IFoo {}  // uses default

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

Generic methods eliminate duplicate code for shared logic:

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

// Usage
MyType obj;
int a = myGenericMethod<MyType>(obj); // explicit type
int b = myGenericMethod(obj);         // type deduction
Generic Value Parameters
void g1<let n : int>() { ... }

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

void g3<let b : bool>() { ... }
Alternative Syntax
__generic<typename T>
int myGenericMethod(T arg) where T : IFoo { ... }

// Simplified syntax
int myGenericMethod<T:IFoo>(T arg) { ... }
Multiple Constraints
struct MyType<T, U>
    where T: IFoo, IBar
    where U : IBaz<T>
{
}
Optional Conformances
int myGenericMethod<T>(T arg) where optional T: IFoo
{
    if (T is IFoo)
    {
        arg.myMethod(1.0); // OK in conformance check block
    }
}
Supported Interface Constructs
Properties
interface IFoo
{
    property int count {get; set;}
}
Generic Methods
interface IFoo
{
    int compute<T>(T val) where T : IBar;
}
Static Methods
interface IFoo
{
    static int compute(int val);
}

Automatic Differentiation

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

Key Features
  • fwd_diff and bwd_diff operators for forward and backward-mode derivative propagation

  • DifferentialPair<T> type for passing derivatives with inputs

  • IDifferentiable and IDifferentiablePtrType interfaces for differentiable types

  • User-defined derivative functions via [ForwardDerivative] and [BackwardDerivative]

  • Compatible with all Slang features: control-flow, generics, interfaces, etc.

Mathematical Background

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

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

void main()
{
    DifferentialPair<float> dp_a = diffPair(1.0, 1.0);  // value and derivative
    DifferentialPair<float> dp_b = diffPair(2.4, 0.0);
  
    DifferentialPair<float2> dp_output = fwd_diff(foo)(dp_a, dp_b);
  
    float2 output_p = dp_output.p;  // primal output
    float2 output_d = dp_output.d;  // derivative output
}
Backward-Mode Example
[Differentiable]
float2 foo(float a, float b) 
{ 
    return float2(a * b * b, a * a);
}

void main()
{
    DifferentialPair<float> dp_a = diffPair(1.0);
    DifferentialPair<float> dp_b = diffPair(2.4);
  
    float2 dL_doutput = float2(1.0, 0.0);  // output derivatives
  
    bwd_diff(foo)(dp_a, dp_b, dL_doutput);
  
    float dL_da = dp_a.d;  // computed input derivatives
    float dL_db = dp_b.d;
}
Differentiable Type System
Built-in Differentiable Types
  • Scalars: float, double, half

  • Vectors/matrices of differentiable scalars

  • Arrays: T[n] if T is differentiable

  • Tuples: Tuple<each T> if T is differentiable

User-Defined Differentiable Types
struct MyType : IDifferentiable
{
    float x;
    float y;
}

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

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

Modules and Access Control

Defining a Module

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

// scene.slang
module scene;

__include "scene-helpers";
// scene-helpers.slang
implementing scene;
// ...
Module Include Semantics

__include differs from #include:

  1. No preprocessor state sharing between files

  2. Each file included exactly once

  3. Circular includes allowed

  4. All module files can access all other entities regardless of include order

Module Reference Syntax

Both identifier and string literal syntax supported:

__include dir.file_name;           // translated to "dir/file-name.slang"
__include "dir/file-name.slang";
__include "dir/file-name";
Importing a Module
// MyShader.slang
import YourLibrary;

Import rules:

  • Can only import primary module files

  • Multiple imports of same module loaded once

  • No preprocessor sharing between files

Access Control

Three visibility levels:

public

Accessible everywhere - different types, files, modules

private

Only visible within same type:

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

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

Visible throughout same module:

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

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

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

Validation Rules
  • More visible entities cannot expose less visible entities in signature

  • Members cannot have higher visibility than parent

  • Type definitions cannot be private

  • Interface requirements cannot be private

Legacy Module Compatibility

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

Capabilities System

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

Capability Atoms and Requirements

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

  • GLSL_460 - GLSL 460 target

  • compute - compute shader stage

  • _sm_6_7 - shader model 6.7 features

  • SPV_KHR_ray_tracing - SPIR-V extension

  • spvShaderClockKHR - SPIR-V capability

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

This creates requirement:

(spvShaderClockKHR | glsl + GL_EXT_shader_realtime_clock | hlsl_nvapi)
Conflicting Capabilities

Some capabilities are mutually exclusive:

  • Different code generation targets (hlsl, glsl)

  • Different shader stages (vertex, fragment)

Requirements with conflicting atoms are incompatible.

Parent Scope Requirements

Requirements merge with parent scope:

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

Slang infers requirements for internal/private functions:

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

__target_switch introduces disjunctions:

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

Aliases simplify cross-platform requirements:

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

Usage: [require(sm_6_6)]

Validation
  • Public methods and interface methods require explicit capability declarations

  • Functions verified to not use capabilities beyond declared requirements

  • Entrypoint capabilities recommended but not required

Compiling Code with Slang

Concepts
Source Units and Translation Units

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

Entry Points

Entry points can be identified via:

  1. [shader(...)] attributes (recommended)

  2. Explicit entry point options for compatibility

Targets

A target represents platform and capabilities:

  • Format: SPIR-V, DXIL, etc.

  • Profile: D3D Shader Model 5.1, GLSL 4.60, etc.

  • Optional capabilities: Vulkan extensions

  • Code generation options

Layout

Parameter layout depends on:

  • Modules and entry points used together

  • Ordering of parameters

  • Target-specific rules and constraints

Composition

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

Linking

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

Kernels

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

Command-Line Compilation with slangc
Simple Example
slangc hello-world.slang -target spirv -o hello-world.spv
Source Files and Translation Units
  • Each input file is a distinct source unit

  • .slang files grouped into single translation unit

  • Each .hlsl file gets its own translation unit

Common Options
  • -target <format>: Specify output format (spirv, dxil, hlsl, glsl, cuda, cpp)

  • -entry <name>: Specify entry point function name

  • -profile <profile>: Specify target profile

  • -o <file>: Specify output file

  • -D<name>[=<value>]: Define preprocessor macro

  • -I<path>: Add include search path

Multiple Targets

Compile for multiple targets in single invocation:

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

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

Using the Compilation API

For applications requiring runtime compilation:

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

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

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

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

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

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

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

Reflection API

Compiling for Reflection
slang::IComponentType* program = ...;
slang::ProgramLayout* programLayout = program->getLayout(targetIndex);
Types and Variables
Variables

VariableReflection represents variable declarations:

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

TypeReflection represents types in the program:

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

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

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

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

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

Compilation Targets

Direct3D 11

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

Rasterization Pipeline Stages
  • vertex (VS) - required

  • hull (HS) - optional tessellation

  • domain (DS) - optional tessellation

  • geometry (GS) - optional

  • fragment/pixel (PS) - optional

Parameter Passing

Each stage has dedicated slots:

  • Constant buffers: b registers, ≤4KB uniform data

  • Shader resource views (SRVs): t registers, read-only resources

  • Unordered access views (UAVs): u registers, read-write resources

  • Samplers: s registers, texture sampling state

Direct3D 12

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

Additional Pipeline Stages

Mesh Shaders (not yet supported in Slang):

  • amplification - determines mesh shader invocations

  • mesh - produces vertex and index data for meshlets

Ray Tracing Pipeline:

  • raygeneration - traces rays, similar to compute

  • intersection - custom primitive intersection

  • anyhit - candidate hit acceptance/rejection

  • closesthit - processes accepted hits

  • miss - handles rays that miss geometry

  • callable - user-defined subroutines

Parameter Passing

Uses root signatures with:

  • Root constants: Direct parameter passing for small data

  • Descriptor tables: Groups of descriptors for resources

  • Root descriptors: Direct descriptor binding

Vulkan

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

Key Features
  • Descriptor sets instead of descriptor tables

  • Push constants instead of root constants

  • Extensive extension system

  • Cross-vendor standardization

Vulkan-Specific Attributes
[[vk::binding(0, 1)]]
Texture2D myTexture;

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

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

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

Key Features
  • Native pointer support

  • Extensive math library

  • Cooperative groups

  • Tensor operations

Limitations
  • No graphics pipeline stages

  • Limited texture operations

  • Different wave/warp model

Metal

Apple's graphics API and shading language.

Key Features
  • Argument buffers for parameter passing

  • Tile-based rendering optimizations

  • Unified memory model

  • iOS/macOS support

CPU/C++

Generates C++ code for CPU execution.

Key Features
  • Host-side shader execution

  • Debugging and testing

  • Reference implementations

  • Cross-platform deployment

Limitations
  • No GPU-specific features

  • Limited parallel execution

  • Different memory model

Target Compatibility

Comprehensive compatibility matrix for Slang features across different targets:

Data Types
FeatureD3D11D3D12VulkanCUDAMetalCPU
Half TypeNoYesYesYesYesNo
Double TypeYesYesYesYesNoYes
u/int8_tNoNoYesYesYesYes
u/int16_tNoYesYesYesYesYes
u/int64_tNoYesYesYesYesYes
Shader Features
FeatureD3D11D3D12VulkanCUDAMetalCPU
SM6.0 Wave IntrinsicsNoYesPartialYesNoNo
Ray Tracing DXR 1.0NoYesYesNoNoNo
Mesh ShadersNoYesYesNoYesNo
TessellationYesYesNoNoNoNo
Graphics PipelineYesYesYesNoYesNo
Resource Features
FeatureD3D11D3D12VulkanCUDAMetalCPU
Native BindlessNoNoNoYesNoYes
Buffer Bounds CheckingYesYesYesLimitedNoLimited
Separate SamplersYesYesYesNoYesYes
AtomicsYesYesYesYesYesYes
Platform-Specific Notes
Half Type
  • D3D12: Problems with StructuredBuffer containing half

  • CUDA: Requires cuda_fp16.h availability

Integer Types
  • D3D11/D3D12: 8/16-bit types require specific shader models and DXIL

  • Vulkan: Requires explicit arithmetic type extensions

Wave Intrinsics
  • CUDA: Preliminary support with synthesized WaveMask

  • Different hardware capabilities affect availability

Ray Tracing
  • Vulkan: Uses shader records instead of local root signatures

  • D3D12: Full DXR 1.0/1.1 support

Bindless Resources
  • CUDA: Native support with texture objects

  • Other targets: Require significant manual effort

Command Line Reference

General Options
-D<name>[=<value>]

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

-entry <name>

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

-o <file>

Specify output file path.

-target <format>

Specify compilation target format:

  • spirv - SPIR-V for Vulkan

  • dxil - DXIL for D3D12

  • dxbc - DXBC for D3D11

  • hlsl - HLSL source output

  • glsl - GLSL source output

  • cuda - CUDA C++ output

  • cpp - C++ output

  • metal - Metal output

-profile <profile>

Specify target profile/version:

  • glsl_450, glsl_460 - GLSL versions

  • sm_5_0, sm_6_0, sm_6_7 - Shader Model versions

-stage <stage>

Specify shader stage:

  • vertex, fragment, compute

  • hull, domain, geometry

  • raygeneration, closesthit, miss, anyhit, intersection, callable

Include and Module Options
-I<path>

Add directory to include search path.

-r <module>

Reference precompiled module.

Optimization Options
-O<level>

Set optimization level:

  • -O0 - No optimization

  • -O1 - Basic optimization

  • -O2 - Standard optimization

  • -O3 - Aggressive optimization

-g

Generate debug information.

-line-directive-mode <mode>

Control line directive generation:

  • none - No line directives

  • default - Standard line directives

  • source-map - Source map support

Target-Specific Options
Vulkan Options
-fvk-use-entrypoint-name

Use entry point name for SPIR-V OpEntryPoint.

-fvk-use-gl-layout

Use OpenGL-style memory layout rules.

CUDA Options
-cuda-sm <version>

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

CPU Options
-fpic

Generate position-independent code.

Advanced Options
-capability <cap>

Specify required capability for compilation.

-matrix-layout-column-major

Use column-major matrix layout.

-matrix-layout-row-major

Use row-major matrix layout.

-emit-ir

Output intermediate representation (.slang-module).

-load-stdlib-from <path>

Load standard library from specified path.

-no-stdlib

Don't automatically import standard library.

Building From Source

Prerequisites

Required:

  • CMake (3.26 preferred, 3.22 minimum)

  • C++ compiler with C++17 support (GCC, Clang, MSVC)

  • CMake compatible backend (Visual Studio, Ninja)

  • Python3 (for spirv-tools dependency)

Optional for tests:

  • CUDA

  • OptiX

  • NVAPI

  • Aftermath

  • X11

Get Source Code
git clone https://github.com/shader-slang/slang --recursive
Configure and Build
Ninja Build (All Platforms)
cmake --preset default
cmake --build --preset releaseWithDebugInfo
Visual Studio
cmake --preset vs2022
cmake --build --preset releaseWithDebugInfo

Available presets:

  • debug - Debug build

  • release - Release build

  • releaseWithDebugInfo - Release with debug info

Complete Workflow
cmake --workflow --preset release  # Configure, build, and package
WebAssembly Build

Requires Emscripten SDK:

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

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

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

See slang-test documentation for comprehensive testing information.

Installation
cmake --build . --target install

This installs SlangConfig.cmake for find_package support:

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

For cross-compilation scenarios:

  1. Build generators for build platform

  2. Configure with target platform toolchain

  3. Build for target platform

CMake Options

Key configuration options:

OptionDefaultDescription
SLANG_ENABLE_TESTSONBuild test suite
SLANG_ENABLE_EXAMPLESONBuild example programs
SLANG_ENABLE_GFXONBuild graphics abstraction layer
SLANG_ENABLE_SLANGRTONBuild 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

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Security

No issues found by our static scan· No issues found

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

First committed by
GitHub avatar of The3dVehicleguyThe3dVehicleguy
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