# 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).