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diff --git a/docs/user-guide/01-get-started.md b/docs/user-guide/01-get-started.md
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@@ -12,7 +12,7 @@ If you are interested in building from source, please refer to the [documentatio
In this section we demonstrate how to write a simple compute shader in Slang that adds numbers from two buffers and writes the results into a third buffer. To start, create a text file named `hello-world.slang` in any directory, and paste the following content in the newly created file:
-```
+```hlsl
// hello-world.slang
StructuredBuffer<float> buffer0;
StructuredBuffer<float> buffer1;
@@ -31,17 +31,17 @@ As you can see, `hello-world.slang` is no different from a normal HLSL shader fi
Slang supports compiling shaders into many different targets including Direct3D 11, Direct3D 12, Vulkan, CUDA and C++ (for execution on CPU). You can run `slangc` with the following command line to compile `hello-world.slang` into Vulkan SPIRV:
-```
+```bat
.\slangc.exe hello-world.slang -profile glsl_450 -target spirv -o hello-world.spv -entry computeMain
```
If you would like to see the equivalent GLSL of the generated SPIRV code, simply change the `-target` argument to `glsl`:
-```
+```bat
.\slangc.exe hello-world.slang -profile glsl_450 -target glsl -o hello-world.glsl -entry computeMain
```
The resulting `hello-world.glsl` generated by `slangc` is shown below:
-```
+```glsl
// hello-world.glsl (generated by slangc)
#version 450
layout(row_major) uniform;
@@ -90,4 +90,8 @@ Note that in the generated GLSL code, all shader parameters are qualified with e
## The full example
+> #### Note ####
+> The current `hello-world` implementation does not use raw Vulkan API calls;
+> this will be addressed in a future revision so that it matches the documentation.
+
The full Vulkan example that sets up and runs the `hello-world.slang` shader in located in the `/examples/hello-world` directory of the Slang repository. The example code initializes a Vulkan context and runs the compiled SPIRV code.