slang-rs/README.md

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2024-03-02 04:51:46 -05:00
# 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 session = slang::GlobalSession::new();
let mut compile_request = session.create_compile_request();
compile_request
.set_codegen_target(slang::CompileTarget::Dxil)
.set_target_profile(session.find_profile("sm_6_5"));
let entry_point = compile_request
.add_translation_unit(slang::SourceLanguage::Slang, None)
.add_source_file(filepath)
.add_entry_point("main", slang::Stage::Compute);
let shader_bytecode = compile_request
.compile()
.expect("Shader compilation failed.")
.get_entry_point_code(entry_point);
```
## 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).