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@@ -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 |
