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| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /README.md | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 40 |
1 files changed, 38 insertions, 2 deletions
@@ -1,2 +1,38 @@ -# slang -Making it easier to work with shaders +# Slang + +Slang is a library for compiling real-time shader code. +It can be used with either existing HLSL or GLSL code, or with code written directly in Slang. +The library provides a variety of services that application developers can use to put together the shader compilation workflow they want. + +Services provided by the Slang library include: + +* Slang can scan ordinary HLSL or GLSL code that neglects to include `register` or `layout` bindings and "rewrite" that code to include explicit bindings for all shader parameters. This lets you write simple and clean code, but still get deterministic binding locations. + +* Slang provides a full reflection API for shader parameters, with a uniform interface across HLSL, GLSL, and Slang. The reflection system does not silently drop unused/"dead" parameters, and it can even be used on libraries of shader code without compiling any entry points. + +* *Work in progress:* Slang supports cross-compilation of either HLSL or Slang code to GLSL. + +* You can directly get HLSL or GLSL source code as output from Slang, or you can let the library invoke lower-level code generation for you to get back DXBC or SPIR-V (DXIL support to come). + +## Documentation + +TODO + +## Getting Started + +TODO + +## Testing + +TODO + +## Contributing + +TODO + +## Contributors + +* Yong He +* Haomin Long +* Teguh Hofstee +* Tim Foley |
