2.2 KiB
Slang Rust Bindings
Rust bindings for the 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 but issues and pull requests are more than welcome.
Example
let global_session = slang::GlobalSession::new().unwrap();
let search_path = std::ffi::CString::new("shaders/directory").unwrap();
// All compiler options are available through this builder.
let session_options = slang::OptionsBuilder::new()
.optimization(slang::OptimizationLevel::High)
.matrix_layout_row(true);
let target_desc = slang::TargetDescBuilder::new()
.format(slang::CompileTarget::Dxil)
.profile(self.global_session.find_profile("sm_6_5"));
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(&[
module.downcast().clone(), entry_point.downcast().clone(),
]).unwrap();
let linked_program = program.link().unwrap();
let shader_bytecode = linked_program.get_entry_point_code(0, 0).unwrap();
Installation
Add the following to the [dependencies]
section of your Cargo.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. 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. Copy dxil.dll
and dxcompiler.dll
to your executable's directory.
Credits
Maintained by Lauro Oyen (@laurooyen).
Licensed under MIT or Apache-2.0.