slang-rs/README.md

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# Slang Rust Bindings
Rust bindings for the [Slang](https://github.com/shader-slang/slang/) shader language compiler. In contrast to existing bindings, these internally use Slang's COM/C++ API because the old C API is soon to be deprecated.
Currently mostly reflects the needs of our own [engine](https://github.com/FloatyMonkey/engine) but issues and pull requests are more than welcome.
## Example
```rust
let global_session = slang::GlobalSession::new().unwrap();
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let search_path = std::ffi::CString::new("shaders/directory").unwrap();
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// All compiler options are available through this builder.
let session_options = slang::OptionsBuilder::new()
.optimization(slang::OptimizationLevel::High)
.matrix_layout_row(true);
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let target_desc = slang::TargetDescBuilder::new()
.format(slang::CompileTarget::Dxil)
.profile(self.global_session.find_profile("sm_6_5"));
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let session_desc = slang::SessionDescBuilder::new()
.targets(&[*target_desc])
.search_paths(&[include_path.as_ptr()])
.options(&session_options);
let session = self.global_session.create_session(&session_desc).unwrap();
let module = session.load_module("filename.slang").unwrap();
let entry_point = module.find_entry_point_by_name("main").unwrap();
let program = session.create_composite_component_type(&[
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module.downcast().clone(), entry_point.downcast().clone(),
]).unwrap();
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let linked_program = program.link().unwrap();
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let shader_bytecode = linked_program.get_entry_point_code(0, 0).unwrap();
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```
## Installation
Add the following to the `[dependencies]` section of your `Cargo.toml`:
```toml
slang = { git = "https://github.com/FloatyMonkey/slang-rs.git" }
```
Set the `SLANG_DIR` environment variable to the path of your Slang installation. Download the latest release from their [releases page](https://github.com/shader-slang/slang/releases). Copy `slang.dll` to your executable's directory.
To compile to DXIL bytecode you need the Microsoft DirectXShaderCompiler. Download the latest release from their [releases page](https://github.com/microsoft/DirectXShaderCompiler/releases). Copy `dxil.dll` and `dxcompiler.dll` to your executable's directory.
## Credits
Maintained by Lauro Oyen ([@laurooyen](https://github.com/laurooyen)).
Licensed under [MIT](LICENSE-MIT) or [Apache-2.0](LICENSE-APACHE).