Basic Convenience Features
This topic covers a series of nice-to-have language features in Slang. These features are not supported by HLSL but are introduced to Slang to simplify code development. Many of these features are added to Slang per request of our users.
Type Inference in Variable Definitions
Slang supports automatic variable type inference:
var a = 1; // OK, `a` is an `int`.
var b = float3(0, 1, 2); // OK, `b` is a `float3`.
Automatic type inference require an initialization expression to present. Without an initial value, the compiler is not able to infer the type of the variable. The following code will result in a compiler error:
var a; // Error, cannot infer the type of `a`.
You may use the var
keyword to define a variable in a modern syntax:
var a : int = 1; // OK.
var b : int; // OK.
Immutable Values
The var
syntax and the traditional C-style variable definition introduce a mutable variable whose value can be changed after its definition. If you wish to introduce an immutable or constant value, you may use the let
keyword:
let a = 5; // OK, `a` is `int`.
let b : int = 5; // OK.
Attempting to change an immutable value will result in a compiler error:
let a = 5;
a = 6; // Error, `a` is immutable.
Namespaces
You can use the namespace
syntax to define symbols in a namespace:
namespace ns
{
int f();
}
Slang also supports the abbreviated syntax for defining nested namespaces:
namespace ns1.ns2
{
int f();
}
// equivalent to:
namespace ns1::ns2
{
int f();
}
// equivalent to:
namespace ns1
{
namespace ns2
{
int f();
}
}
To access symbols defined in a namespace, you can use their qualified name with namespace prefixes:
void test()
{
ns1.ns2.f();
ns1::ns2::f(); // equivalent syntax.
}
Symbols defined in the same namespace can access each other without a qualified name, this is true even if the referenced symbol is defined in a different file or module:
namespace ns
{
int f();
int g() { f(); } // OK.
}
You can also use the using
keyword to pull symbols defined in a different namespace to
the current scope, removing the requirement for using fully qualified names.
namespace ns1.ns2
{
int f();
}
using ns1.ns2;
// or:
using namespace ns1.ns2; // alternative syntax.
void test() { f(); } // OK.
Member functions
Slang supports defining member functions in struct
s. For example, it is allowed to write:
struct Foo
{
int compute(int a, int b)
{
return a + b;
}
}
You can use the .
syntax to invoke member functions:
Foo foo;
int rs = foo.compute(1,2);
Slang also supports static member functions, For example:
struct Foo
{
static int staticMethod(int a, int b)
{
return a + b;
}
}
Static member functions are accessed the same way as other static members, via either the type name or an instance of the type:
int rs = Foo.staticMethod(a, b);
or
Foo foo;
...
int rs = foo.staticMethod(a,b);
Mutability of member function
For GPU performance considerations, the this
argument in a member function is immutable by default. If you modify the content in this
argument, the modification will be discarded after the call and does not affect the input object. If you intend to define a member function that mutates the object, use [mutating]
attribute on the member function as shown in the following example.
struct Foo
{
int count;
[mutating]
void setCount(int x) { count = x; }
void setCount2(int x) { count = x; }
}
void test()
{
Foo f;
f.setCount(1); // f.count is 1 after the call.
f.setCount2(2); // f.count is still 1 after the call.
}
Properties
Properties provide a convenient way to access values exposed by a type, where the logic behind accessing the value is defined in getter
and setter
function pairs. Slang’s property
feature is similar to C# and Swift.
struct MyType
{
uint flag;
property uint highBits
{
get { return flag >> 16; }
set { flag = (flag & 0xFF) + (newValue << 16); }
}
};
Or equivalently in a “modern” syntax:
struct MyType
{
uint flag;
property highBits : uint
{
get { return flag >> 16; }
set { flag = (flag & 0xFF) + (newValue << 16); }
}
};
You may also use an explicit parameter for the setter method:
property uint highBits
{
set(uint x) { flag = (flag & 0xFF) + (x << 16); }
}
Note
Slang currently does not support automatically synthesized
getter
andsetter
methods. For example, the following code is not supported:property uint highBits {get;set;} // Not supported yet.
Initializers
Constructors
Note
The syntax for defining constructors is subject to future change.
Slang supports defining constructors in struct
types. You can write:
struct MyType
{
int myVal;
__init(int a, int b)
{
myVal = a + b;
}
}
You can use a constructor to construct a new instance by using the type name in a function call expression:
MyType instance = MyType(1,2); // instance.myVal is 3.
You may also use C++ style initializer list to invoke a constructor:
MyType instance = {1, 2};
If a constructor does not define any parameters, it will be recognized as default constructor that will be automatically called at the definition of a variable:
struct MyType
{
int myVal;
__init()
{
myVal = 10;
}
};
int test()
{
MyType test;
return test.myVal; // returns 10.
}
Slang will also implicitly call a default constructor of all parents of a derived struct (same as C++):
struct MyType_Base
{
int myVal1;
__init() {myVal1 = 22;}
}
struct MyType1 : MyType_Base
{
int myVal2;
__init()
{
// implicitly calls `MyType_Base::__init()`
myVal2 = 15;
}
}
testMyType1()
{
MyType1 a;
// a.myVal1 == 22
// a.myVal2 == 15
}
struct MyType2 : MyType_Base
{
}
testMyType2()
{
MyType2 b; // implicitly calls `MyType_Base::__init()`
// b.myVal1 == 22
}
Member Init Expressions
Slang supports member init expressions:
struct MyType
{
int myVal = 5;
}
Operator Overloading
Slang allows defining operator overloads as global methods:
struct MyType
{
int val;
__init(int x) { val = x; }
}
MyType operator+(MyType a, MyType b)
{
return MyType(a.val + b.val);
}
int test()
{
MyType rs = MyType(1) + MyType(2);
return rs.val; // returns 3.
}
Slang currently supports overloading the following operators: +
, -
, *
, /
, %
, &
, |
, <
, >
, <=
, >=
, ==
, !=
, unary -
, ~
and !
. Please note that the &&
and ||
operators are not supported.
In addition, you can overload operator ()
as a member method:
struct MyFunctor
{
int operator()(float v)
{
// ...
}
}
void test()
{
MyFunctor f;
int x = f(1.0f); // calls MyFunctor::operator().
int y = f.operator()(1.0f); // explicitly calling operator().
}
Subscript Operator
Slang allows overriding operator[]
with __subscript
syntax:
struct MyType
{
int val[12];
__subscript(int x, int y) -> int
{
get { return val[x*3 + y]; }
set { val[x*3+y] = newValue; }
}
}
int test()
{
MyType rs;
rs[0, 0] = 1;
rs[1, 0] = rs[0, 0] + 1
return rs[1, 0]; // returns 2.
}
Tuple Types
Tuple types can hold collection of values of different types.
Tuples types are defined in Slang with the Tuple<...>
syntax, and
constructed with either a constructor or the makeTuple
function:
Tuple<int, float, bool> t0 = Tuple<int, float, bool>(5, 2.0f, false);
Tuple<int, float, bool> t1 = makeTuple(3, 1.0f, true);
Tuple elements can be accessed with _0
, _1
member names:
int i = t0._0; // 5
bool b = t1._2; // true
You can use the swizzle syntax similar to vectors and matrices to form new tuples:
t0._0_0_1 // evaluates to (5, 5, 2.0f)
You can concatenate two tuples:
concat(t0, t1) // evaluates to (5, 2.0f, false, 3, 1.0f, true)
If all element types of a tuple conforms to IComparable
, then the tuple itself
will conform to IComparable
, and you can use comparison operators on the tuples
to compare them:
let cmp = t0 < t1; // false
You can use countof()
on a tuple type or a tuple value to obtain the number of
elements in a tuple. This is considered a compile-time constant.
int n = countof(Tuple<int, float>); // 2
int n1 = countof(makeTuple(1,2,3)); // 3
All tuple types will be translated to struct
types, and receive the same layout
as struct
types.
Optional<T>
type
Slang supports the Optional<T>
type to represent a value that may not exist.
The dedicated none
value can be used for any Optional<T>
to represent no value.
Optional<T>::value
property can be used to retrieve the value.
struct MyType
{
int val;
}
int useVal(Optional<MyType> p)
{
if (p == none) // Equivalent to `!p.hasValue`
return 0;
return p.value.val;
}
int caller()
{
MyType v;
v.val = 0;
useVal(v); // OK to pass `MyType` to `Optional<MyType>`.
useVal(none); // OK to pass `none` to `Optional<MyType>`.
return 0;
}
if_let
syntax
Slang supports if (let name = expr)
syntax to simplify the code when working with Optional<T>
value. The syntax is similar to Rust’s
if let
syntax, the value expression must be an Optional<T>
type, for example:
Optional<int> getOptInt() { ... }
void test()
{
if (let x = getOptInt())
{
// if we are here, `getOptInt` returns a value `int`.
// and `x` represents the `int` value.
}
}
reinterpret<T>
operation
Sometimes it is useful to reinterpret the bits of one type as another type, for example:
struct MyType
{
int a;
float2 b;
uint c;
}
MyType myVal;
float4 myPackedVector = packMyTypeToFloat4(myVal);
The packMyTypeToFloat4
function is usually implemented by bit casting each field in the source type and assign it into the corresponding field in the target type,
by calling intAsFloat
, floatAsInt
and using bit operations to shift things in the right place.
Instead of writing packMyTypeToFloat4
function yourself, you can use Slang’s builtin reinterpret<T>
to do just that for you:
float4 myPackedVector = reinterpret<float4>(myVal);
reinterpret
can pack any type into any other type as long as the target type is no smaller than the source type.
Pointers (limited)
Slang supports pointers when generating code for SPIRV, C++ and CUDA targets. The syntax for pointers is similar to C, with the exception that operator .
can also be used to dereference a member from a pointer. For example:
struct MyType
{
int a;
};
int test(MyType* pObj)
{
MyType* pNext = pObj + 1;
MyType* pNext2 = &pNext[1];
return pNext.a + pNext->a + (*pNext2).a + pNext2[0].a;
}
cbuffer Constants
{
MyType *ptr;
};
int validTest()
{
return test(ptr);
}
int invalidTest()
{
// cannot produce a pointer from a local variable
MyType obj;
return test(&obj); // !! ERROR !!
}
Pointer types can also be specified using the generic syntax: Ptr<MyType>
is equivalent to MyType*
.
Limitations
-
Slang supports pointers to global memory, but not shared or local memory. For example, it is invalid to define a pointer to a local variable.
-
Slang supports pointers that are defined as shader parameters (e.g. as a constant buffer field).
-
Slang can produce pointers using the & operator from data in global memory.
-
Slang doesn’t support coherent load/stores.
-
Slang doesn’t support custom alignment specification.
-
Slang currently does not support pointers to immutable values, i.e.
const T*
.
Extensions
Slang allows defining additional methods for a type outside its initial definition. For example, suppose we already have a type defined:
struct MyType
{
int field;
int get() { return field; }
}
You can extend MyType
with new method members:
extension MyType
{
float getNewField() { return newField; }
}
All locations that sees the definition of the extension
can access the new members:
void test()
{
MyType t;
float val = t.getNewField();
}
This feature is similar to extensions in Swift and extension methods in C#.
Note:
You can only extend a type with additional methods. Extending with additional data fields is not allowed.
Multi-level break
Slang allows break
statements with a label to jump into any ancestor control flow break points, and not just the immediate parent.
Example:
outer:
for (int i = 0; i < 5; i++)
{
inner:
for (int j = 0; j < 10; j++)
{
if (someCondition)
break outer;
}
}
Force inlining
Most of the downstream shader compilers will inline all the function calls. However you can instruct Slang compiler to do the inlining
by using the [ForceInline]
decoration:
[ForceInline]
int f(int x) { return x + 1; }
Special Scoping Syntax
Slang supports three special scoping syntax to allow users to mix in custom decorators and content in the shader code. These constructs allow a rendering engine to define custom meta-data in the shader, or map engine-specific block syntax to a meaningful block that is understood by the compiler via proper #define
s.
__ignored_block
An ignored block will be parsed and ignored by the compiler:
__ignored_block
{
arbitrary content in the source file,
will be ignored by the compiler as if it is a comment.
Can have nested {} here.
}
__transparent_block
Symbols defined in a transparent block will be treated as if they are defined in the parent scope:
struct MyType
{
__transparent_block
{
int myFunc() { return 0; }
}
}
Is equivalent to:
struct MyType
{
int myFunc() { return 0; }
}
__file_decl
Symbols defined in a __file_decl
will be treated as if they are defined in
the global scope. However, symbols defined in different __file_decl
s is not visible
to each other. For example:
__file_decl
{
void f1()
{
}
}
__file_decl
{
void f2()
{
f1(); // error: f1 is not visible from here.
}
}
User Defined Attributes (Experimental)
In addition to many system defined attributes, users can define their own custom attribute types to be used in the [UserDefinedAttribute(args...)]
syntax. The following example shows how to define a custom attribute type.
[__AttributeUsage(_AttributeTargets.Var)]
struct MaxValueAttribute
{
int value;
string description;
};
[MaxValue(12, "the scale factor")]
uniform int scaleFactor;
In the above code, the MaxValueAttribute
struct type is decorated with the [__AttributeUsage]
attribute, which informs that MaxValueAttribute
type should be interpreted as a definition for a user-defined attribute, [MaxValue]
, that can be used to decorate all variables or fields. The members of the struct defines the argument list for the attribute.
The scaleFactor
uniform parameter is declared with the user defined [MaxValue]
attribute, providing two arguments for value
and description
.
The _AttributeTargets
enum is used to restrict the type of decls the attribute can apply. Possible values of _AttributeTargets
can be Function
, Param
, Struct
or Var
.
The usage of user-defined attributes can be queried via Slang’s reflection API through TypeReflection
or VariableReflection
’s getUserAttributeCount
, getUserAttributeByIndex
and findUserAttributeByName
methods.