• Slang User's Guide
    • Introduction
      • Why use Slang?
      • Who is Slang for?
      • Who is this guide for?
      • Goals and Non-Goals
    • Getting Started with Slang
      • Installation
      • Your first Slang shader
      • The full example
    • Conventional Language Features
      • Types
      • Expressions
      • Statements
      • Functions
      • Preprocessor
      • Attributes
      • Global Variables and Shader Parameters
      • Shader Entry Points
    • Basic Convenience Features
      • Type Inference in Variable Definitions
      • Immutable Values
      • Member functions
      • Properties
      • Initializers
      • Operator Overloading
      • Subscript Operator
      • `Optional<T>` type
      • `reinterpret<T>` operation
      • `struct` inheritance (limited)
      • Extensions
      • Multi-level break
      • Force inlining
      • Modules
    • Interfaces and Generics
      • Interfaces
      • Generics
      • Supported Constructs in Interface Definitions
      • Associated Types
      • Generic Value Parameters
      • Interface-typed Values
      • Extending a Type with Additional Interface Conformances
      • `is` and `as` Operator
      • Extensions to Interfaces
    • Compiling Code with Slang
      • Concepts
      • Command-Line Compilation with `slangc`
      • Using the Compilation API
    • Supported Compilation Targets
      • Background and Terminology
      • Direct3D 11
      • Direct3D 12
      • Vulkan
      • OpenGL
      • CUDA and OptiX
      • CPU Compute
      • Summary
    • Automatic Differentiation
      • Using Automatic Differentiation in Slang
      • Mathematic Concepts and Terminologies
      • Differentiable Types
      • Forward Derivative Propagation Function
      • Backward Derivative Propagation Function
      • Builtin Differentiable Functions
      • Primal Substitute Functions
      • Working with Mixed Differentiable and Non-Differentiable Code
      • Higher Order Differentiation
      • Interactions with Generics and Interfaces
      • Restrictions of Automatic Differentiation
    • Special Topics
      • Handling Matrix Layout Differences on Different Platforms
        • Two conventions of matrix transform math
        • Discussion
        • Matrix Layout
        • Overriding default matrix layout
      • Using Slang to Write PyTorch Kernels
        • Getting Started with slangpy
        • Specializing shaders using slangpy
        • Back-propagating Derivatives through Complex Access Patterns
        • Manually binding kernels
        • Builtin Library Support for PyTorch Interop
        • Type Marshalling Between Slang and Python
      • Obfuscation
        • Obfuscation in Slang
        • Using An Obfuscated Module
        • Accessing Source Maps
        • Accessing Source Maps without Files
        • Emit Source Maps
        • Issues/Future Work
      • Interoperation with Target-Specific Code
        • Defining Intrinsic Functions for Textual Targets
        • Defining Intrinsic Types
        • Injecting Preludes
        • Managing Cross-Platform Code
        • Inline SPIRV Assembly

Slang User’s Guide

Welcome to the Slang User’s Guide, an introduction to the Slang language, compiler, and API. In this guide, you will learn:

  • Slang’s language features, including those inherited from HLSL and additional language features to make it easy to work with shaders.
  • The compiler API that controls how to assemble shaders from different pieces of code, and how they are compiled for different targets.
  • The reflection API that allows the host application to query the details of shader code in order to generate the right shader kernel and to set shader parameters correctly.

Note: this documentation is still under active development. While the coverage on language features is complete, we are still working on the remaining chapters on Slang’s compilation and reflection API.