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Making it easier to work with shaders

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Compiling Code with Slang

This chapter presents the ways that the Slang system supports compiling and composing shader code. We will start with a discussion of the mental model that Slang uses for compilation. Next we will cover the command-line Slang compiler, slangc, and how to use it to perform offline compilation. Finally we will discuss the Slang compilation API, which can be used to integrate Slang compilation into an application at runtime, or to build custom tools that implement application-specific compilation policy.

Concepts

For simple scenarios it may be enough to think of a shader compiler as a box where source code goes in and compiled kernels come out. Most real-time graphics applications end up needing more control over shader compilation, and/or more information about the results of compilation. In order to make use of the services provided by the Slang compilation system, it is useful to start with a clear model of the concepts that are involved in compilation.

Source Units

At the finest granularity, code is fed to the compiler in source units which are most often stored as files on disk or strings of text in memory. The compilation model largely does not care whether source units have been authored by human programmers or automatically assembled by other tools.

If multiple source units are specified as part of the same compile, they will be preprocessed and parsed independently. However, a source unit might contain #include directives, so that the preprocessed text of that source unit includes the content of other files. Note that the #included files do not become additional source units; they are just part of the text of a source unit that was fed to the compiler.

Translation Units and Modules

Source units (such as files) are grouped into translation units, and each translation unit will produce a single module when compiled.

While the source units are all preprocessed and parsed independently, semantic checking is applied to a translation unit as a whole. One source file in a translation unit may freely refer to declarations in another source file from the same translation unit without any need for forward declarations. For example:

// A.slang

float getFactor() { return 10.0; }
// B.slang

float scaleValue(float value)
{
    return value * getFactor();
}

In this example, the scaleValue() function in B.slang can freely refer to the getFactor() function in A.slang because they are part of the same translation unit.

It is allowed, and indeed common, for a translation unit to contain only a single source unit. For example, when adapting an existing codebase with many .hlsl files, it is appropriate to compile each .hlsl file as its own translation unit. A modernized codebase that uses modular include feature as documented in Modules and Access Control might decide to compile multiple .slang files in a single directory as a single translation unit.

The result of compiling a translation unit is a module in Slang's internal intermediate representation (IR). The compiled module can then be serialized to a .slang-module binary file. The binary file can then be loaded via the ISession::loadModuleFromIRBlob function or imported in slang code the same way as modules written in .slang files.

Entry Points

A translation unit / module may contain zero or more entry points. Slang supports two models for identifying entry points when compiling.

Entry Point Attributes

By default, the compiler will scan a translation unit for function declarations marked with the [shader(...)] attribute; each such function will be identified as an entry point in the module. Developers are encouraged to use this model because it directly documents intention and makes source code less dependent on external compiler configuration options.

Explicit Entry Point Options

For compatibility with existing code, the Slang compiler also supports explicit specification of entry point functions using configuration options external to shader source code. When these options are used the compiler will ignore all [shader(...)] attributes and only use the explicitly-specified entry points instead.

Shader Parameters

A translation unit / module may contain zero or more global shader parameters. Similarly, each entry point may define zero or more entry-point uniform shader parameters.

The shader parameters of a module or entry point are significant because they describe the interface between host application code and GPU code. It is important that both the application and generated GPU kernel code agree on how parameters are laid out in memory and/or how they are assigned to particular API-defined registers, locations, or other "slots."

Targets

Within the Slang system a target represents a particular platform and set of capabilities that output code can be generated for. A target includes information such as:

  • The format that code should be generated in: SPIR-V, DXIL, etc.

  • A profile that specifies a general feature/capability level for the target: D3D Shader Model 5.1, GLSL version 4.60, etc.

  • Optional capabilities that should be assumed available on the target: for example, specific Vulkan GLSL extensions

  • Options that impact code generation: floating-point strictness, level of debug information to generate, etc.

Slang supports compiling for multiple targets in the same compilation session. When using multiple targets at a time, it is important to understand the distinction between the front-end of the compiler, and the back-end:

  • The compiler front-end comprises preprocessing, parsing, and semantic checking. The front-end runs once for each translation unit and its results are shared across all targets.

  • The compiler back-end generates output code, and thus runs once per target.

Note

Because front-end actions, including preprocessing, only run once, across all targets, the Slang compiler does not automatically provide any target-specific preprocessor #defines that can be used for preprocessor conditionals. Applications that need target-specific #defines should always compile for one target at a time, and set up their per-target preprocessor state manually.

Layout

While the front-end of the compiler determines what the shader parameters of a module or entry point are, the layout for those parameters is dependent on a particular compilation target. A Texture2D might consume a t register for Direct3D, a binding for Vulkan, or just plain bytes for CUDA.

The details of layout in Slang will come in a later chapter. For the purposes of the compilation model it is important to note that the layout computed for shader parameters depends on:

  • What modules and entry points are being used together; these define which parameters are relevant.

  • Some well-defined ordering of those parameters; this defines which parameters should be laid out before which others.

  • The rules and constraints that the target imposes on layout.

An important design choice in Slang is give the user of the compiler control over these choices.

Composition

The user of the Slang compiler communicates the modules and entry points that will be used together, as well as their relative order, using a system for composition.

A component type is a unit of shader code composition; both modules and entry points are examples of component types. A composite component type is formed from a list of other component types (for example, one module and two entry points) and can be used to define a unit of shader code that is meant to be used together.

Once a programmer has formed a composite of all the code they intend to use together, they can query the layout of the shader parameters in that composite, or invoke the linking step to resolve all cross module references.

Linking

A user-composed program may have transitive module dependencies and cross references between module boundaries. The linking step in Slang is to resolve all the cross references in the IR and produce a new self-contained IR module that has everything needed for target code generation. The user will have an opportunity to specialize precompiled modules or provide additional compiler backend options at the linking step.

Kernels

Once a program is linked, the user can request generation of the kernel code for an entry point. The same entry point can be used to generate many different kernels. First, an entry point can be compiled for different targets, resulting in different kernels in the appropriate format for each target. Second, different compositions of shader code can result in different layouts, which leads to different kernels being required.

Command-Line Compilation with slangc

The slangc tool, included in binary distributions of Slang, is a command-line compiler that can handle most simple compilation tasks. slangc is intended to be usable as a replacement for tools like fxc and dxc, and covers most of the same use cases.

All Available Options

See slangc command line reference for a complete list of compiler options supported by the slangc tool.

A Simple slangc Example

Here we will repeat the example used in the Getting Started chapter. Given the following Slang code:

// hello-world.slang
StructuredBuffer<float> buffer0;
StructuredBuffer<float> buffer1;
RWStructuredBuffer<float> result;

[shader("compute")]
[numthreads(1,1,1)]
void computeMain(uint3 threadId : SV_DispatchThreadID)
{
    uint index = threadId.x;
    result[index] = buffer0[index] + buffer1[index];
}

we can compile the computeMain() entry point to SPIR-V using the following command line:

slangc hello-world.slang -target spirv -o hello-world.spv

Note

Some targets require additional parameters. See slangc Entry Points for details. For example, to target HLSL, the equivalent command is:

slangc hello-world.slang -target hlsl -entry computeMain -o hello-world.hlsl

Source Files and Translation Units

The hello-world.slang argument here is specifying an input file. Each input file specified on the command line will be a distinct source unit during compilation. Slang supports multiple file-name extensions for input files, but the most common ones will be .hlsl for existing HLSL code, and .slang for files written specifically for Slang.

If multiple source files are passed to slangc, they will be grouped into translation units using the following rules:

  • If there are any .slang files, then all of them will be grouped into a single translation unit

  • Each .hlsl file will be grouped into a distinct translation unit of its own.

  • Each .slang-module file forms its own translation unit.

slangc Entry Points

When using slangc, you will typically want to identify which entry point(s) you intend to compile. The -entry computeMain option selects an entry point to be compiled to output code in this invocation of slangc.

Because the computeMain() entry point in this example has a [shader(...)] attribute, the compiler is able to deduce that it should be compiled for the compute stage.

slangc hello-world.slang -target spirv -o hello-world.spv

In code that does not use [shader(...)] attributes, a -entry option should be followed by a -stage option to specify the stage of the entry point:

slangc hello-world.slang -entry computeMain -stage compute -target spirv -o hello-world.spv

Note

The slangc CLI currently cannot automatically deduce -entrypoint and -stage/-profile options from [shader(...)] attributes when generating code for targets other than SPIRV, Metal, CUDA, or Optix. For targets such as HLSL, please continue to specify -entry and -stage options, even when compiling a file with the [shader(...)] attribute on its entry point.

slangc Targets

Our example uses the option -target spirv to introduce a compilation target; in this case, code will be generated as SPIR-V. The argument of a -target option specified the format to use for the target; common values are dxbc, dxil, and spirv.

Additional options for a target can be specified after the -target option. For example, a -profile option can be used to specify a profile that should be used. Slang provides two main kinds of profiles for use with slangc:

  • Direct3D "Shader Model" profiles have names like sm_5_1 and sm_6_3

  • GLSL versions can be used as profile with names like glsl_430 and glsl_460

slangc Kernels

A -o option indicates that kernel code should be written to a file on disk. In our example, the SPIR-V kernel code for the computeMain() entry point will be written to the file hello-world.spv.

Working with Multiples

It is possible to use slangc with multiple input files, entry points, or targets. In these cases, the ordering of arguments on the command line becomes significant.

When an option modifies or relates to another command-line argument, it implicitly applies to the most recent relevant argument. For example:

  • If there are multiple input files, then an -entry option applies to the preceding input file

  • If there are multiple entry points, then a -stage option applies to the preceding -entry option

  • If there are multiple targets, then a -profile option applies to the preceding -target option

Kernel -o options are the most complicated case, because they depend on both a target and entry point. A -o option applies to the preceding entry point, and the compiler will try to apply it to a matching target based on its file extension. For example, a .spv output file will be matched to a -target spirv.

The compiler makes a best effort to support complicated cases with multiple files, entry points, and targets. Users with very complicated compilation requirements will probably be better off using multiple slangc invocations or migrating to the compilation API.

Additional Options

The main other options are:

  • -D<name> or -D<name>=<value> can be used to introduce preprocessor macros.

  • -I<path> or -I <path> can be used to introduce a search path to be used when resolving #include directives and import declarations.

  • -g can be used to enable inclusion of debug information in output files (where possible and implemented)

  • -O<level> can be used to control optimization levels when the Slang compiler invokes downstream code generator

See slangc command line reference for a complete list of compiler options supported by the slangc tool.

Downstream Arguments

slangc may leverage a 'downstream' tool like 'dxc', 'fxc', 'glslang', or 'gcc' for some target compilations. Rather than replicate every possible downstream option, arguments can be passed directly to the downstream tool using the "-X" option in slangc.

The mechanism used here is based on the -X mechanism used in GCC, to specify arguments to the linker.

-Xlinker option

When used, option is not interpreted by GCC, but is passed to the linker once compilation is complete. Slang extends this idea in several ways. First there are many more 'downstream' stages available to Slang than just linker. These different stages are known as SlangPassThrough types in the API and have the following names

  • fxc - FXC HLSL compiler
  • dxc - DXC HLSL compiler
  • glslang - GLSLANG GLSL compiler
  • visualstudio - Visual Studio C/C++ compiler
  • clang - Clang C/C++ compiler
  • gcc - GCC C/C++ compiler
  • genericcpp - A generic C++ compiler (can be any one of visual studio, clang or gcc depending on system and availability)
  • nvrtc - NVRTC CUDA compiler

The Slang command line allows you to specify an argument to these downstream compilers, by using their name after the -X. So for example to send an option -Gfa through to DXC you can use

-Xdxc -Gfa

Note that if an option is available via normal Slang command line options then these should be used. This will generally work across multiple targets, but also avoids options clashing which is undefined behavior currently. The -X mechanism is best used for options that are unavailable through normal Slang mechanisms.

If you want to pass multiple options using this mechanism the -Xdxc needs to be in front of every options. For example

-Xdxc -Gfa -Xdxc -Vd

Would reach dxc as

-Gfa -Vd

This can get a little repetitive especially if there are many parameters, so Slang adds a mechanism to have multiple options passed by using an ellipsis .... The syntax is as follows

-Xdxc... -Gfa -Vd -X.

The ... at the end indicates all the following parameters should be sent to dxc until it reaches the matching terminating -X. or the end of the command line.

It is also worth noting that -X... options can be nested. This would allow a GCC downstream compilation to control linking, for example with

-Xgcc -Xlinker --split -X.

In this example gcc would see

-Xlinker --split

And the linker would see (as passed through by gcc)

--split

Setting options for tools that aren't used in a Slang compilation has no effect. This allows for setting -X options specific for all downstream tools on a command line, and they are only used as part of a compilation that needs them.

NOTE! Not all tools that Slang uses downstream make command line argument parsing available. FXC and GLSLANG currently do not have any command line argument passing as part of their integration, although this could change in the future.

The -X mechanism is also supported by render-test tool. In this usage slang becomes a downstream tool. Thus you can use the dxc option -Gfa in a render-test via

-Xslang... -Xdxc -Gfa -X.

Means that the dxc compilation in the render test (assuming dxc is invoked) will receive

-Gfa

Some options are made available via the same mechanism for all downstream compilers.

  • Use -I to specify include path for downstream compilers

For example to specify an include path "somePath" to DXC you can use...

-Xdxc -IsomePath

Convenience Features

The slangc compiler provides a few conveniences for command-line compilation:

  • Most options can appear out of order when they are unambiguous. For example, if there is only a single translation unit a -entry option can appear before or after any file.

  • A -target option can be left out if it can be inferred from the only -o option present. For example, -o hello-world.spv already implies -target spirv.

  • If a -o option is left out then kernel code will be written to the standard output. This output can be piped to a file, or can be printed to a console. In the latter case, the compiler will automatically disassemble binary formats for printing.

Precompiled Modules

You can compile a .slang file into a binary IR module. For example, given the following source:

// my_library.slang
float myLibFunc() { return 5.0; }

You can compile it into my_library.slang-module with the following slangc command line:

slangc my_library.slang -o my_library.slang-module

This allows you to deploy just the my_library.slang-module file to users of the module, and it can be consumed in the user code with the same import syntax:

import my_library;

Limitations

The slangc tool is meant to serve the needs of many developers, including those who are currently using fxc, dxc, or similar tools. However, some applications will benefit from deeper integration of the Slang compiler into application-specific code and workflows. Notable features that Slang supports which cannot be accessed from slangc include:

  • Slang can provide reflection information about shader parameters and their layouts for particular targets; this information is not currently output by slangc.

  • Slang allows applications to control the way that shader modules and entry points are composed (which in turn influences their layout); slangc currently implements a single default policy for how to generate a composition of shader code.

Applications that need more control over compilation are encouraged to use the C++ compilation API described in the next section.

Examples of slangc usage

Multiple targets and multiple entrypoints

In this example, there are two shader entrypoints defined in one source file.

// targets.slang

struct VertexOutput
{
    nointerpolation int a : SOME_VALUE;
    float3              b : SV_Position;
};

[shader("pixel")]
float4 psMain() : SV_Target
{
    return float4(1, 0, 0, 1);
}

[shader("vertex")]
VertexOutput vsMain()
{
    VertexOutput out;
    out.a = 0;
    out.b = float4(0, 1, 0, 1);
    return out;
}

A single entrypoint from the preceding shader can be compiled to both SPIR-V Assembly and HLSL targets in one command:

slangc targets.slang -entry psMain -target spirv-asm -o targets.spv-asm -target hlsl -o targets.hlsl

The following command compiles both entrypoints to SPIR-V:

slangc targets.slang -entry vsMain -entry psMain -target spirv -o targets.spv

Creating a standalone executable example

This example compiles and runs a CPU host-callable style Slang unit.

// cpu.slang

class MyClass
{
    int intMember;
    __init()
    {
        intMember = 0;
    }
    int method()
    {
        printf("method\n");
        return intMember;
    }
}

export __extern_cpp int main()
{
    MyClass obj = new MyClass();
    return obj.method();
}

Compile the above code as standalone executable, using -I option to find dependent header files:

slangc cpu.slang -target executable -o cpu.exe -Xgenericcpp -I./include -Xgenericcpp -I./external/unordered_dense/include/

Execute the resulting executable:

C:\slang> cpu
method

Compiling and linking slang-modules

This example demonstrates the compilation of a slang-module, and linking to a shader which uses that module. Two scenarios are provided, one in which the entry-point is compiled in the same slangc invocation that links in the dependent slang-module, and another scenario where linking is a separate invocation.

// lib.slang
public int foo(int a) 
{ 
    return a + 1;
}
// entry.slang
import "lib";

RWStructuredBuffer<int> outputBuffer;

[shader("compute")]
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
    int index = (int)dispatchThreadID.x;
    outputBuffer[index] = foo(index);
}

Compile lib.slang to lib.slang-module:

slangc lib.slang -o lib.slang-module

Scenario 1: Compile entry.slang and link lib and entry together in one step:

slangc entry.slang -target spirv -o program.spv # Compile and link

Scenario 2: Compile entry.slang to entry.slang-module and then link together lib and entry in a second invocation:

slangc entry.slang -o entry.slang-module # Compile
slangc lib.slang-module entry.slang-module -target spirv -o program.spv # Link

Compiling with debug symbols

Debug symbols can be added with the "-g<debug-level>" option.

Adding '-g1' (or higher) to a SPIR-V compilation will emit extended 'DebugInfo' instructions.

slangc vertex.slang -target spirv-asm -o v.spv-asm -g0 # Omit debug symbols
slangc vertex.slang -target spirv-asm -o v.spv-asm -g1 # Add debug symbols

Compiling with additional preprocessor macros

User-defined macros can be set on the command-line with the "-D<macro>" or "-D<macro>=<value>" option.

// macrodefine.slang

[shader("pixel")]
float4 psMain() : SV_Target
{
#if defined(mymacro)
    return float4(1, 0, 0, 1);
#else
    return float4(0, 1, 0, 1);
#endif
}
  • Setting a user-defined macro "mymacro"
slangc macrodefine.slang -entry psMain -target spirv-asm -o targets.spvasm -Dmymacro

Using the Compilation API

The C++ API provided by Slang is meant to provide more complete control over compilation for applications that need it. The additional level of control means that some tasks require more individual steps than they would when using a one-size-fits-all tool like slangc.

"COM-lite" Components

Many parts of the Slang C++ API use interfaces that follow the design of COM (the Component Object Model). Some key Slang interfaces are binary-compatible with existing COM interfaces. However, the Slang API does not depend on any runtime aspects of the COM system, even on Windows; the Slang system can be seen as a "COM-lite" API.

The ISlangUnknown interface is equivalent to (and binary-compatible with) the standard COM IUnknown. Application code is expected to correctly maintain the reference counts of ISlangUnknown objects returned from API calls; the Slang::ComPtr<T> "smart pointer" type is provided as an optional convenience for applications that want to use it.

Many Slang API calls return SlangResult values; this type is equivalent to (and binary-compatible with) the standard COM HRESULT type. As a matter of convention, Slang API calls return a zero value (SLANG_OK) on success, and a negative value on errors.

Note

Slang API interfaces may be named with the suffix "_Experimental", indicating that the interface is not complete, may have known bugs, and may change or be removed between Slang API releases.

Creating a Global Session

A Slang global session uses the interface slang::IGlobalSession and it represents a connection from an application to a particular implementation of the Slang API. A global session is created using the function slang::createGlobalSession():

using namespace slang;

Slang::ComPtr<IGlobalSession> globalSession;
SlangGlobalSessionDesc desc = {};
createGlobalSession(&desc, globalSession.writeRef());

When a global session is created, the Slang system will load its internal representation of the core module that the compiler provides to user code. The core module can take a significant amount of time to load, so applications are advised to use a single global session if possible, rather than creating and then disposing of one for each compile.

If you want to enable GLSL compatibility mode, you need to set SlangGlobalSessionDesc::enableGLSL to true when calling createGlobalSession(). This will load the necessary GLSL intrinsic module for compiling GLSL code. Without this setting, compiling GLSL code will result in an error.

Note

Currently, the global session type is not thread-safe. Applications that wish to compile on multiple threads will need to ensure that each concurrent thread compiles with a distinct global session.

Note

Currently, the global session should be freed after any objects created from it. See issue 6344.

Creating a Session

A session uses the interface slang::ISession, and represents a scope for compilation with a consistent set of compiler options. In particular, all compilation with a single session will share:

  • A list of enabled compilation targets (with their options)

  • A list of search paths (for #include and import)

  • A list of pre-defined macros

In addition, a session provides a scope for the loading and re-use of modules. If two pieces of code compiled in a session both import the same module, then that module will only be loaded and compiled once.

To create a session, use the IGlobalSession::createSession() method:

SessionDesc sessionDesc;
/* ... fill in `sessionDesc` ... */
Slang::ComPtr<ISession> session;
globalSession->createSession(sessionDesc, session.writeRef());

The definition of SessionDesc structure is:

struct SessionDesc
{
    /** The size of this structure, in bytes.
     */
    size_t structureSize = sizeof(SessionDesc);

    /** Code generation targets to include in the session.
    */
    TargetDesc const*   targets = nullptr;
    SlangInt            targetCount = 0;

    /** Flags to configure the session.
    */
    SessionFlags flags = kSessionFlags_None;

    /** Default layout to assume for variables with matrix types.
    */
    SlangMatrixLayoutMode defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_ROW_MAJOR;

    /** Paths to use when searching for `#include`d or `import`ed files.
    */
    char const* const*  searchPaths = nullptr;
    SlangInt            searchPathCount = 0;

    PreprocessorMacroDesc const*    preprocessorMacros = nullptr;
    SlangInt                        preprocessorMacroCount = 0;

    ISlangFileSystem* fileSystem = nullptr;

    bool enableEffectAnnotations = false;
    bool allowGLSLSyntax = false;

    /** Pointer to an array of compiler option entries, whose size is compilerOptionEntryCount.
    */
    CompilerOptionEntry* compilerOptionEntries = nullptr;

    /** Number of additional compiler option entries.
    */
    uint32_t compilerOptionEntryCount = 0;
};

The user can specify a set of commonly used compiler options directly in the SessionDesc struct, such as searchPath and preprocessMacros. Additional compiler options can be specified via the compilerOptionEntries field, which is an array of CompilerOptionEntry that defines a key-value pair of a compiler option setting, see the Compiler Options section.

Targets

The SessionDesc::targets array can be used to describe the list of targets that the application wants to support in a session. Often, this will consist of a single target.

Each target is described with a TargetDesc which includes options to control code generation for the target. The most important fields of the TargetDesc are the format and profile; most others can be left at their default values.

The format field should be set to one of the values from the SlangCompileTarget enumeration. For example:

TargetDesc targetDesc;
targetDesc.format = SLANG_SPIRV;

The profile field must be set with the ID of one of the profiles supported by the Slang compiler. The exact numeric value of the different profiles is not currently stable across compiler versions, so applications should look up a chosen profile using IGlobalSession::findProfile. For example:

targetDesc.profile = globalSession->findProfile("glsl_450");

Once the chosen TargetDescs have been initialized, they can be attached to the SessionDesc:

sessionDesc.targets = &targetDesc;
sessionDesc.targetCount = 1;

Search Paths

The search paths on a session provide the paths where the compiler will look when trying to resolve a #include directive or import declaration. The search paths can be set in the SessionDesc as an array of const char*:

const char* searchPaths[] = { "myapp/shaders/" };
sessionDesc.searchPaths = searchPaths;
sessionDesc.searchPathCount = 1;

Pre-Defined Macros

The pre-defined macros in a session will be visible at the start of each source unit that is compiled, including source units loaded via import. Each pre-defined macro is described with a PreprocessorMacroDesc, which has name and value fields:

PreprocessorMacroDesc fancyFlag = { "ENABLE_FANCY_FEATURE", "1" };
sessionDesc.preprocessorMacros = &fancyFlag;
sessionDesc.preprocessorMacroCount = 1;

More Options

You can specify other compiler options for the session or for a specific target through the compilerOptionEntries and compilerOptionEntryCount fields of the SessionDesc or TargetDesc structures. See the Compiler Options section for more details on how to encode such an array.

Loading a Module

The simplest way to load code into a session is with ISession::loadModule():

IModule* module = session->loadModule("MyShaders");

Executing loadModule("MyShaders") in host C++ code is similar to using import MyShaders in Slang code. The session will search for a matching module (usually in a file called MyShaders.slang) and will load and compile it (if it hasn't been done already).

Note that loadModule() does not provide any ways to customize the compiler configuration for that specific module. The preprocessor environment, search paths, and targets will always be those specified for the session.

Capturing Diagnostic Output

Compilers produce various kinds of diagnostic output when compiling code. This includes not only error messages when compilation fails, but also warnings and other helpful messages that may be produced even for successful compiles.

Many operations in Slang, such as ISession::loadModule() can optionally produce a blob of diagnostic output. For example:

Slang::ComPtr<IBlob> diagnostics;
Slang::ComPtr<IModule> module = session->loadModule("MyShaders", diagnostics.writeRef());

In this example, if any diagnostic messages were produced when loading MyShaders, then the diagnostics pointer will be set to a blob that contains the textual content of those diagnostics.

The content of a blob can be accessed with getBufferPointer(), and the size of the content can be accessed with getBufferSize(). Diagnostic blobs produces by the Slang compiler are always null-terminated, so that they can be used with C-style string APIs:

if(diagnostics)
{
    fprintf(stderr, "%s\n", (const char*) diagnostics->getBufferPointer());
}

Note

The slang::IBlob interface is binary-compatible with the ID3D10Blob and ID3DBlob interfaces used by some Direct3D compilation APIs.

Entry Points

When using loadModule() applications should ensure that entry points in their shader code are always marked with appropriate [shader(...)] attributes. For example, if MyShaders.slang contained:

[shader("compute")]
void myComputeMain(...) { ... }

then the Slang system will automatically detect and validate this entry point as part of a loadModule("MyShaders") call.

After a module has been loaded, the application can look up entry points in that module using IModule::findEntryPointByName():

Slang::ComPtr<IEntryPoint> computeEntryPoint;
module->findEntryPointByName("myComputeMain", computeEntryPoint.writeRef());

Composition

An application might load any number of modules with loadModule(), and those modules might contain any number of entry points. Before GPU kernel code can be generated it is first necessary to decide which pieces of GPU code will be used together.

Both slang::IModule and slang::IEntryPoint inherit from slang::IComponentType, because both can be used as components when composing a shader program. A composition can be created with ISession::createCompositeComponentType():

IComponentType* components[] = { module, entryPoint };
Slang::ComPtr<IComponentType> program;
session->createCompositeComponentType(components, 2, program.writeRef());

As discussed earlier in this chapter, the composition operation serves two important purposes. First, it establishes which code is part of a compiled shader program and which is not. Second, it established an ordering for the code in a program, which can be used for layout.

Layout and Reflection

Some applications need to perform reflection on shader parameters and their layout, whether at runtime or as part of an offline compilation tool. The Slang API allows layout to be queried on any IComponentType using getLayout():

slang::ProgramLayout* layout = program->getLayout();

Note

In the current Slang API, the ProgramLayout type is not reference-counted. Currently, the lifetime of a ProgramLayout is tied to the IComponentType that returned it. An application must ensure that it retains the given IComponentType for as long as it uses the ProgramLayout.

Note that because both IModule and IEntryPoint inherit from IComponentType, they can also be queried for their layouts individually. The layout for a module comprises just its global-scope parameters. The layout for an entry point comprises just its entry-point parameters (both uniform and varying).

The details of how Slang computes layout, what guarantees it makes, and how to inspect the reflection information will be discussed in a later chapter.

Because the layout computed for shader parameters may depend on the compilation target, the getLayout() method actually takes a targetIndex parameter that is the zero-based index of the target for which layout information is being queried. This parameter defaults to zero as a convenience for the common case where applications use only a single compilation target at runtime.

See Using the Reflection API chapter for more details on the reflection API.

Linking

Before generating code, you must link the program to resolve all cross-module references. This can be done by calling IComponentType::link or IComponentType::linkWithOptions if you wish to specify additional compiler options for the program. For example:

Slang::ComPtr<IComponentType> linkedProgram;
Slang::ComPtr<ISlangBlob> diagnosticBlob;
program->link(linkedProgram.writeRef(), diagnosticBlob.writeRef());

The linking step is also used to perform link-time specialization, which is a recommended approach for shader specialization compared to preprocessor based specialization. Please see Link-time Specialization and Precompiled Modules for more details.

Any diagnostic messages related to linking (for example, if an external symbol cannot be resolved) will be written to diagnosticBlob.

Kernel Code

Given a linked IComponentType, an application can extract kernel code for one of its entry points using IComponentType::getEntryPointCode():

int entryPointIndex = 0; // only one entry point
int targetIndex = 0; // only one target
Slang::ComPtr<IBlob> kernelBlob;
linkedProgram->getEntryPointCode(
    entryPointIndex,
    targetIndex,
    kernelBlob.writeRef(),
    diagnostics.writeRef());

Any diagnostic messages related to back-end code generation (for example, if the chosen entry point requires features not available on the chosen target) will be written to diagnostics. The kernelBlob output is a slang::IBlob that can be used to access the generated code (whether binary or textual). In many cases kernelBlob->getBufferPointer() can be passed directly to the appropriate graphics API to load kernel code onto a GPU.

Multithreading

The only functions which are currently thread safe are

SlangSession* spCreateSession(const char* deprecated);
SlangResult slang_createGlobalSession(SlangInt apiVersion, slang::IGlobalSession** outGlobalSession);
SlangResult slang_createGlobalSession2(const SlangGlobalSessionDesc* desc, slang::IGlobalSession** outGlobalSession);
SlangResult slang_createGlobalSessionWithoutCoreModule(SlangInt apiVersion, slang::IGlobalSession** outGlobalSession);
ISlangBlob* slang_getEmbeddedCoreModule();
SlangResult slang::createGlobalSession(slang::IGlobalSession** outGlobalSession);
const char* spGetBuildTagString();

This assumes Slang has been built with the C++ multithreaded runtime, as is the default.

All other functions and methods are not reentrant and can only execute on a single thread. More precisely, functions and methods can only be called on a single thread at any one time. This means for example a global session can be used across multiple threads, as long as some synchronization enforces that only one thread can be in a Slang call at any one time.

Much of the Slang API is available through COM interfaces. In strict COM, interfaces should be atomically reference counted. Currently MOST Slang API COM interfaces are NOT atomic reference counted. One exception is the ISlangSharedLibrary interface when produced from host-callable. It is atomically reference counted, allowing it to persist and be used beyond the original compilation and be freed on a different thread.

Compiler Options

Both the SessionDesc, TargetDesc structures contain fields that encodes a CompilerOptionEntry array for additional compiler options to apply on the session or the target. In addition, the IComponentType::linkWithOptions() method allow you to specify additional compiler options when linking a program. All these places accepts the same encoding of compiler options, which is documented in this section.

The CompilerOptionEntry structure is defined as follows:

struct CompilerOptionEntry
{
    CompilerOptionName name;
    CompilerOptionValue value;
};

Where CompilerOptionName is an enum specifying the compiler option to set, and value encodes the value of the option. CompilerOptionValue is a structure that allows you to endcode up to two integer or string values for a compiler option:

enum class CompilerOptionValueKind
{
    Int,
    String
};

struct CompilerOptionValue
{
    CompilerOptionValueKind kind = CompilerOptionValueKind::Int;
    int32_t intValue0 = 0;
    int32_t intValue1 = 0;
    const char* stringValue0 = nullptr;
    const char* stringValue1 = nullptr;
};

The meaning of each integer or string value is dependent on the compiler option. The following table lists all available compiler options that can be set and meanings of their CompilerOptionValue encodings.

CompilerOptionNameDescription
MacroDefineSpecifies a preprocessor macro define entry. stringValue0 encodes macro name, stringValue1 encodes the macro value.
IncludeSpecifies an additional search path. stringValue0 encodes the additional path.
LanguageSpecifies the input language. intValue0 encodes a value defined in SlangSourceLanguage.
MatrixLayoutColumnUse column major matrix layout as default. intValue0 encodes a bool value for the setting.
MatrixLayoutRowUse row major matrix layout as default. intValue0 encodes a bool value for the setting.
ProfileSpecifies the target profile. intValue0 encodes the raw profile representation returned by IGlobalSession::findProfile().
StageSpecifies the target entry point stage. intValue0 encodes the stage defined in SlangStage enum.
TargetSpecifies the target format. Has same effect as setting TargetDesc::format.
WarningsAsErrorsSpecifies a list of warnings to be treated as errors. stringValue0 encodes a comma separated list of warning codes or names, or can be "all" to indicate all warnings.
DisableWarningsSpecifies a list of warnings to disable. stringValue0 encodes comma separated list of warning codes or names.
EnableWarningSpecifies a list of warnings to enable. stringValue0 encodes comma separated list of warning codes or names.
DisableWarningSpecify a warning to disable. stringValue0 encodes the warning code or name.
ReportDownstreamTimeTurn on/off downstream compilation time report. intValue0 encodes a bool value for the setting.
ReportPerfBenchmarkTurn on/off reporting of time spend in different parts of the compiler. intValue0 encodes a bool value for the setting.
SkipSPIRVValidationSpecifies whether or not to skip the validation step after emitting SPIRV. intValue0 encodes a bool value for the setting.
CapabilitySpecify an additional capability available in the compilation target. intValue0 encodes a capability defined in the CapabilityName enum.
DefaultImageFormatUnknownWhether or not to use unknown as the image format when emitting SPIRV for a texture/image resource parameter without a format specifier. intValue0 encodes a bool value for the setting.
DisableDynamicDispatch(Internal use only) Disables generation of dynamic dispatch code. intValue0 encodes a bool value for the setting.
DisableSpecialization(Internal use only) Disables specialization pass. intValue0 encodes a bool value for the setting.
FloatingPointModeSpecifies the floating point mode. intValue0 encodes the floating mode point defined in the SlangFloatingPointMode enum.
DebugInformationSpecifies the level of debug information to include in the generated code. intValue0 encodes an value defined in the SlangDebugInfoLevel enum.
LineDirectiveModeSpecifies the line directive mode to use the generated textual code such as HLSL or CUDA. intValue0 encodes an value defined in the SlangLineDirectiveMode enum.
OptimizationSpecifies the optimization level. intValue0 encodes the value for the setting defined in the SlangOptimizationLevel enum.
ObfuscateSpecifies whether or not to turn on obfuscation. When obfuscation is on, Slang will strip variable and function names from the target code and replace them with hash values. intValue0 encodes a bool value for the setting.
VulkanBindShiftSpecifies the -fvk-bind-shift option. intValue0 (higher 8 bits): kind, intValue0 (lower bits): set; intValue1: shift.
VulkanBindGlobalsSpecifies the -fvk-bind-globals option. intValue0: index, intValue: set.
VulkanInvertYSpecifies the -fvk-invert-y option. intValue0 specifies a bool value for the setting.
VulkanUseDxPositionWSpecifies the -fvk-use-dx-position-w option. intValue0 specifies a bool value for the setting.
VulkanUseEntryPointNameWhen set, will keep the original name of entrypoints as they are defined in the source instead of renaming them to main. intValue0 specifies a bool value for the setting.
VulkanUseGLLayoutWhen set, will use std430 layout instead of D3D buffer layout for raw buffer load/stores. intValue0 specifies a bool value for the setting.
VulkanEmitReflectionSpecifies the -fspv-reflect option. When set will include additional reflection instructions in the output SPIRV. intValue0 specifies a bool value for the setting.
GLSLForceScalarLayoutSpecifies the -force-glsl-scalar-layout option. When set will use scalar layout for all buffers when generating SPIRV. intValue0 specifies a bool value for the setting.
EnableEffectAnnotationsWhen set will turn on compatibility mode to parse legacy HLSL effect annotation syntax. intValue0 specifies a bool value for the setting.
EmitSpirvViaGLSLWhen set will emit SPIRV by emitting GLSL first and then use glslang to produce the final SPIRV code. intValue0 specifies a bool value for the setting.
EmitSpirvDirectlyWhen set will use Slang's direct-to-SPIRV backend to generate SPIRV directly from Slang IR. intValue0 specifies a bool value for the setting.
SPIRVCoreGrammarJSONWhen set will use the provided SPIRV grammar file to parse SPIRV assembly blocks. stringValue0 specifies a path to the spirv core grammar json file.
IncompleteLibraryWhen set will not issue an error when the linked program has unresolved extern function symbols. intValue0 specifies a bool value for the setting.
DownstreamArgsProvide additional arguments to the downstream compiler. stringValue0 encodes the downstream compiler name, stringValue1 encodes the argument list, one argument per line.
DumpIntermediatesWhen set will dump the intermediate source output. intValue0 specifies a bool value for the setting.
DumpIntermediatePrefixThe file name prefix for the intermediate source output. stringValue0 specifies a string value for the setting.
DebugInformationFormatSpecifies the format of debug info. intValue0 a value defined in the SlangDebugInfoFormat enum.
VulkanBindShiftAllSpecifies the -fvk-bind-shift option for all spaces. intValue0: kind, intValue1: shift.
GenerateWholeProgramWhen set will emit target code for the entire program instead of for a specific entrypoint. intValue0 specifies a bool value for the setting.
UseUpToDateBinaryModuleWhen set will only load precompiled modules if it is up-to-date with its source. intValue0 specifies a bool value for the setting.
ValidateUniformityWhen set will perform uniformity analysis.

Debugging

Slang's SPIRV backend supports generating debug information using the NonSemantic Shader DebugInfo Instructions. To enable debugging information when targeting SPIRV, specify the -emit-spirv-directly and the -g2 argument when using slangc tool, or set EmitSpirvDirectly to 1 and DebugInformation to SLANG_DEBUG_INFO_LEVEL_STANDARD when using the API. Debugging support has been tested with RenderDoc.

1---
2layout: user-guide
3permalink: /user-guide/compiling
4---
5
6Compiling Code with Slang
7=========================
8
9This chapter presents the ways that the Slang system supports compiling and composing shader code.
10We will start with a discussion of the mental model that Slang uses for compilation.
11Next we will cover the command-line Slang compiler, `slangc`, and how to use it to perform offline compilation.
12Finally we will discuss the Slang compilation API, which can be used to integrate Slang compilation into an application at runtime, or to build custom tools that implement application-specific compilation policy.
13
14## Concepts
15
16For simple scenarios it may be enough to think of a shader compiler as a box where source code goes in and compiled kernels come out.
17Most real-time graphics applications end up needing more control over shader compilation, and/or more information about the results of compilation.
18In order to make use of the services provided by the Slang compilation system, it is useful to start with a clear model of the concepts that are involved in compilation.
19
20### Source Units
21
22At the finest granularity, code is fed to the compiler in _source units_ which are most often stored as files on disk or strings of text in memory.
23The compilation model largely does not care whether source units have been authored by human programmers or automatically assembled by other tools.
24
25If multiple source units are specified as part of the same compile, they will be preprocessed and parsed independently.
26However, a source unit might contain `#include` directives, so that the preprocessed text of that source unit includes the content of other files.
27Note that the `#include`d files do not become additional source units; they are just part of the text of a source unit that was fed to the compiler.
28
29### Translation Units and Modules
30
31Source units (such as files) are grouped into _translation units_, and each translation unit will produce a single _module_ when compiled.
32
33While the source units are all preprocessed and parsed independently, semantic checking is applied to a translation unit as a whole.
34One source file in a translation unit may freely refer to declarations in another source file from the same translation unit without any need for forward declarations. For example:
35
36```hlsl
37// A.slang
38
39float getFactor() { return 10.0; }
40```
41
42```hlsl
43// B.slang
44
45float scaleValue(float value)
46{
47    return value * getFactor();
48}
49```
50
51In this example, the `scaleValue()` function in `B.slang` can freely refer to the `getFactor()` function in `A.slang` because they are part of the same translation unit.
52
53It is allowed, and indeed common, for a translation unit to contain only a single source unit.
54For example, when adapting an existing codebase with many `.hlsl` files, it is appropriate to compile each `.hlsl` file as its own translation unit.
55A modernized codebase that uses modular `include` feature as documented in [Modules and Access Control](modules) might decide to compile multiple `.slang` files in a single directory as a single translation unit.
56
57The result of compiling a translation unit is a module in Slang's internal intermediate representation (IR). The compiled module can then be serialized to a `.slang-module` binary file. The binary file can then be loaded via the
58`ISession::loadModuleFromIRBlob` function or `import`ed in slang code the same way as modules written in `.slang` files.
59
60### Entry Points
61
62A translation unit / module may contain zero or more entry points.
63Slang supports two models for identifying entry points when compiling.
64
65#### Entry Point Attributes
66
67By default, the compiler will scan a translation unit for function declarations marked with the `[shader(...)]` attribute; each such function will be identified as an entry point in the module.
68Developers are encouraged to use this model because it directly documents intention and makes source code less dependent on external compiler configuration options.
69
70#### Explicit Entry Point Options
71
72For compatibility with existing code, the Slang compiler also supports explicit specification of entry point functions using configuration options external to shader source code.
73When these options are used the compiler will *ignore* all `[shader(...)]` attributes and only use the explicitly-specified entry points instead.
74
75### Shader Parameters
76
77A translation unit / module may contain zero or more global shader parameters.
78Similarly, each entry point may define zero or more entry-point `uniform` shader parameters.
79
80The shader parameters of a module or entry point are significant because they describe the interface between host application code and GPU code.
81It is important that both the application and generated GPU kernel code agree on how parameters are laid out in memory and/or how they are assigned to particular API-defined registers, locations, or other "slots."
82
83### Targets
84
85Within the Slang system a _target_ represents a particular platform and set of capabilities that output code can be generated for.
86A target includes information such as:
87
88* The _format_ that code should be generated in: SPIR-V, DXIL, etc.
89
90* A _profile_ that specifies a general feature/capability level for the target: D3D Shader Model 5.1, GLSL version 4.60, etc.
91
92* Optional _capabilities_ that should be assumed available on the target: for example, specific Vulkan GLSL extensions
93
94* Options that impact code generation: floating-point strictness, level of debug information to generate, etc.
95
96Slang supports compiling for multiple targets in the same compilation session.
97When using multiple targets at a time, it is important to understand the distinction between the _front-end_ of the compiler, and the _back-end_:
98
99* The compiler front-end comprises preprocessing, parsing, and semantic checking. The front-end runs once for each translation unit and its results are shared across all targets.
100
101* The compiler back-end generates output code, and thus runs once per target.
102
103> #### Note ####
104> Because front-end actions, including preprocessing, only run once, across all targets, the Slang compiler does not automatically provide any target-specific preprocessor `#define`s that can be used for preprocessor conditionals.
105> Applications that need target-specific `#define`s should always compile for one target at a time, and set up their per-target preprocessor state manually.
106
107### Layout
108
109While the front-end of the compiler determines what the shader parameters of a module or entry point are, the _layout_ for those parameters is dependent on a particular compilation target.
110A `Texture2D` might consume a `t` register for Direct3D, a `binding` for Vulkan, or just plain bytes for CUDA.
111
112The details of layout in Slang will come in a later chapter.
113For the purposes of the compilation model it is important to note that the layout computed for shader parameters depends on:
114
115* What modules and entry points are being used together; these define which parameters are relevant.
116
117* Some well-defined ordering of those parameters; this defines which parameters should be laid out before which others.
118
119* The rules and constraints that the target imposes on layout.
120
121An important design choice in Slang is give the user of the compiler control over these choices.
122
123### Composition
124
125The user of the Slang compiler communicates the modules and entry points that will be used together, as well as their relative order, using a system for _composition_.
126
127A _component type_ is a unit of shader code composition; both modules and entry points are examples of component types.
128A _composite_ component type is formed from a list of other component types (for example, one module and two entry points) and can be used to define a unit of shader code that is meant to be used together.
129
130Once a programmer has formed a composite of all the code they intend to use together, they can query the layout of the shader parameters in that composite, or invoke the linking step to
131resolve all cross module references.
132
133### Linking
134
135A user-composed program may have transitive module dependencies and cross references between module boundaries. The linking step in Slang is to resolve all the cross references in the IR and produce a
136new self-contained IR module that has everything needed for target code generation. The user will have an opportunity to specialize precompiled modules or provide additional compiler backend options
137at the linking step.
138
139### Kernels
140
141Once a program is linked, the user can request generation of the _kernel_ code for an entry point.
142The same entry point can be used to generate many different kernels.
143First, an entry point can be compiled for different targets, resulting in different kernels in the appropriate format for each target.
144Second, different compositions of shader code can result in different layouts, which leads to different kernels being required.
145
146## Command-Line Compilation with `slangc`
147
148The `slangc` tool, included in binary distributions of Slang, is a command-line compiler that can handle most simple compilation tasks.
149`slangc` is intended to be usable as a replacement for tools like `fxc` and `dxc`, and covers most of the same use cases.
150
151### All Available Options
152
153See [slangc command line reference](https://github.com/shader-slang/slang/blob/master/docs/command-line-slangc-reference.md) for a complete list of compiler options supported by the `slangc` tool.
154
155
156### A Simple `slangc` Example
157
158Here we will repeat the example used in the [Getting Started](01-get-started.md) chapter.
159Given the following Slang code:
160
161```hlsl
162// hello-world.slang
163StructuredBuffer<float> buffer0;
164StructuredBuffer<float> buffer1;
165RWStructuredBuffer<float> result;
166
167[shader("compute")]
168[numthreads(1,1,1)]
169void computeMain(uint3 threadId : SV_DispatchThreadID)
170{
171    uint index = threadId.x;
172    result[index] = buffer0[index] + buffer1[index];
173}
174```
175
176we can compile the `computeMain()` entry point to SPIR-V using the following command line:
177
178```bat
179slangc hello-world.slang -target spirv -o hello-world.spv
180```
181
182> #### Note ####
183> Some targets require additional parameters. See [`slangc` Entry Points](#slangc-entry-points) for details. For example, to target HLSL, the equivalent command is:
184>
185> ```bat
186> slangc hello-world.slang -target hlsl -entry computeMain -o hello-world.hlsl
187> ```
188
189### Source Files and Translation Units
190
191The `hello-world.slang` argument here is specifying an input file.
192Each input file specified on the command line will be a distinct source unit during compilation.
193Slang supports multiple file-name extensions for input files, but the most common ones will be `.hlsl` for existing HLSL code, and `.slang` for files written specifically for Slang.
194
195If multiple source files are passed to `slangc`, they will be grouped into translation units using the following rules:
196
197* If there are any `.slang` files, then all of them will be grouped into a single translation unit
198
199* Each `.hlsl` file will be grouped into a distinct translation unit of its own.
200
201* Each `.slang-module` file forms its own translation unit.
202
203### `slangc` Entry Points
204
205When using `slangc`, you will typically want to identify which entry point(s) you intend to compile.
206The `-entry computeMain` option selects an entry point to be compiled to output code in this invocation of `slangc`.
207
208Because the `computeMain()` entry point in this example has a `[shader(...)]` attribute, the compiler is able to deduce that it should be compiled for the `compute` stage.
209
210```bat
211slangc hello-world.slang -target spirv -o hello-world.spv
212```
213
214In code that does not use `[shader(...)]` attributes, a `-entry` option should be followed by a `-stage` option to specify the stage of the entry point:
215
216```bat
217slangc hello-world.slang -entry computeMain -stage compute -target spirv -o hello-world.spv
218```
219
220> #### Note ####
221> The `slangc` CLI [currently](https://github.com/shader-slang/slang/issues/5541) cannot automatically deduce `-entrypoint` and `-stage`/`-profile` options from `[shader(...)]` attributes when generating code for targets other than SPIRV, Metal, CUDA, or Optix. For targets such as HLSL, please continue to specify `-entry` and `-stage` options, even when compiling a file with the `[shader(...)]` attribute on its entry point.
222
223### `slangc` Targets
224
225Our example uses the option `-target spirv` to introduce a compilation target; in this case, code will be generated as SPIR-V.
226The argument of a `-target` option specified the format to use for the target; common values are `dxbc`, `dxil`, and `spirv`.
227
228Additional options for a target can be specified after the `-target` option.
229For example, a `-profile` option can be used to specify a profile that should be used.
230Slang provides two main kinds of profiles for use with `slangc`:
231
232* Direct3D "Shader Model" profiles have names like `sm_5_1` and `sm_6_3`
233
234* GLSL versions can be used as profile with names like `glsl_430` and `glsl_460`
235
236### `slangc` Kernels
237
238A `-o` option indicates that kernel code should be written to a file on disk.
239In our example, the SPIR-V kernel code for the `computeMain()` entry point will be written to the file `hello-world.spv`.
240
241### Working with Multiples
242
243It is possible to use `slangc` with multiple input files, entry points, or targets.
244In these cases, the ordering of arguments on the command line becomes significant.
245
246When an option modifies or relates to another command-line argument, it implicitly applies to the most recent relevant argument.
247For example:
248
249* If there are multiple input files, then an `-entry` option applies to the preceding input file
250
251* If there are multiple entry points, then a `-stage` option applies to the preceding `-entry` option
252
253* If there are multiple targets, then a `-profile` option applies to the preceding `-target` option
254
255Kernel `-o` options are the most complicated case, because they depend on both a target and entry point.
256A `-o` option applies to the preceding entry point, and the compiler will try to apply it to a matching target based on its file extension.
257For example, a `.spv` output file will be matched to a `-target spirv`.
258
259The compiler makes a best effort to support complicated cases with multiple files, entry points, and targets.
260Users with very complicated compilation requirements will probably be better off using multiple `slangc` invocations or migrating to the compilation API.
261
262### Additional Options
263
264The main other options are:
265
266* `-D<name>` or `-D<name>=<value>` can be used to introduce preprocessor macros.
267
268* `-I<path>` or `-I <path>` can be used to introduce a _search path_ to be used when resolving `#include` directives and `import` declarations.
269
270* `-g` can be used to enable inclusion of debug information in output files (where possible and implemented)
271
272* `-O<level>` can be used to control optimization levels when the Slang compiler invokes downstream code generator
273
274See [slangc command line reference](https://github.com/shader-slang/slang/blob/master/docs/command-line-slangc-reference.md) for a complete list of compiler options supported by the `slangc` tool.
275
276### Downstream Arguments
277
278`slangc` may leverage a 'downstream' tool like 'dxc', 'fxc', 'glslang', or 'gcc' for some target compilations. Rather than replicate every possible downstream option, arguments can be passed directly to the downstream tool using the "-X" option in `slangc`.
279
280The mechanism used here is based on the `-X` mechanism used in GCC, to specify arguments to the linker.
281
282```
283-Xlinker option
284```
285
286When used, `option` is not interpreted by GCC, but is passed to the linker once compilation is complete. Slang extends this idea in several ways. First there are many more 'downstream' stages available to Slang than just `linker`. These different stages are known as `SlangPassThrough` types in the API and have the following names
287
288* `fxc` - FXC HLSL compiler
289* `dxc` - DXC HLSL compiler
290* `glslang` - GLSLANG GLSL compiler
291* `visualstudio` - Visual Studio C/C++ compiler
292* `clang` - Clang C/C++ compiler
293* `gcc` - GCC C/C++ compiler
294* `genericcpp` - A generic C++ compiler (can be any one of visual studio, clang or gcc depending on system and availability)
295* `nvrtc` - NVRTC CUDA compiler
296
297The Slang command line allows you to specify an argument to these downstream compilers, by using their name after the `-X`. So for example to send an option `-Gfa` through to DXC you can use 
298
299```
300-Xdxc -Gfa
301```
302
303Note that if an option is available via normal Slang command line options then these should be used. This will generally work across multiple targets, but also avoids options clashing which is undefined behavior currently. The `-X` mechanism is best used for options that are unavailable through normal Slang mechanisms. 
304
305If you want to pass multiple options using this mechanism the `-Xdxc` needs to be in front of every options. For example 
306
307```
308-Xdxc -Gfa -Xdxc -Vd
309```
310
311Would reach `dxc` as 
312
313```
314-Gfa -Vd
315```
316
317This can get a little repetitive especially if there are many parameters, so Slang adds a mechanism to have multiple options passed by using an ellipsis `...`. The syntax is as follows
318
319```
320-Xdxc... -Gfa -Vd -X.
321```
322
323The `...` at the end indicates all the following parameters should be sent to `dxc` until it reaches the matching terminating `-X.` or the end of the command line. 
324
325It is also worth noting that `-X...` options can be nested. This would allow a GCC downstream compilation to control linking, for example with
326
327```
328-Xgcc -Xlinker --split -X.
329```
330
331In this example gcc would see
332
333```
334-Xlinker --split
335```
336
337And the linker would see (as passed through by gcc) 
338
339```
340--split
341```
342
343Setting options for tools that aren't used in a Slang compilation has no effect. This allows for setting `-X` options specific for all downstream tools on a command line, and they are only used as part of a compilation that needs them.
344
345NOTE! Not all tools that Slang uses downstream make command line argument parsing available. `FXC` and `GLSLANG` currently do not have any command line argument passing as part of their integration, although this could change in the future.
346
347The `-X` mechanism is also supported by render-test tool. In this usage `slang` becomes a downstream tool. Thus you can use the `dxc` option `-Gfa` in a render-test via 
348
349```
350-Xslang... -Xdxc -Gfa -X.
351```
352
353Means that the dxc compilation in the render test (assuming dxc is invoked) will receive 
354
355```
356-Gfa
357```
358
359Some options are made available via the same mechanism for all downstream compilers. 
360
361* Use `-I` to specify include path for downstream compilers
362
363For example to specify an include path "somePath" to DXC you can use...
364
365```
366-Xdxc -IsomePath
367```
368
369
370### Convenience Features
371
372The `slangc` compiler provides a few conveniences for command-line compilation:
373
374* Most options can appear out of order when they are unambiguous. For example, if there is only a single translation unit a `-entry` option can appear before or after any file.
375
376* A `-target` option can be left out if it can be inferred from the only `-o` option present. For example, `-o hello-world.spv` already implies `-target spirv`.
377
378* If a `-o` option is left out then kernel code will be written to the standard output. This output can be piped to a file, or can be printed to a console. In the latter case, the compiler will automatically disassemble binary formats for printing.
379
380### Precompiled Modules
381
382You can compile a `.slang` file into a binary IR module. For example, given the following source:
383
384```hlsl
385// my_library.slang
386float myLibFunc() { return 5.0; }
387```
388
389You can compile it into `my_library.slang-module` with the following slangc command line:
390
391```bat
392slangc my_library.slang -o my_library.slang-module
393```
394
395This allows you to deploy just the `my_library.slang-module` file to users of the module, and it can be consumed in the user code with the same `import` syntax:
396```hlsl
397import my_library;
398```
399
400### Limitations
401
402The `slangc` tool is meant to serve the needs of many developers, including those who are currently using `fxc`, `dxc`, or similar tools.
403However, some applications will benefit from deeper integration of the Slang compiler into application-specific code and workflows.
404Notable features that Slang supports which cannot be accessed from `slangc` include:
405
406* Slang can provide _reflection_ information about shader parameters and their layouts for particular targets; this information is not currently output by `slangc`.
407
408* Slang allows applications to control the way that shader modules and entry points are composed (which in turn influences their layout); `slangc` currently implements a single default policy for how to generate a composition of shader code.
409
410Applications that need more control over compilation are encouraged to use the C++ compilation API described in the next section.
411
412### Examples of `slangc` usage
413
414#### Multiple targets and multiple entrypoints
415
416In this example, there are two shader entrypoints defined in one source file.
417
418```hlsl
419// targets.slang
420
421struct VertexOutput
422{
423    nointerpolation int a : SOME_VALUE;
424    float3              b : SV_Position;
425};
426
427[shader("pixel")]
428float4 psMain() : SV_Target
429{
430    return float4(1, 0, 0, 1);
431}
432
433[shader("vertex")]
434VertexOutput vsMain()
435{
436    VertexOutput out;
437    out.a = 0;
438    out.b = float4(0, 1, 0, 1);
439    return out;
440}
441```
442
443A single entrypoint from the preceding shader can be compiled to both SPIR-V Assembly and HLSL targets in one command:
444```bat
445slangc targets.slang -entry psMain -target spirv-asm -o targets.spv-asm -target hlsl -o targets.hlsl
446```
447
448The following command compiles both entrypoints to SPIR-V:
449
450```bat
451slangc targets.slang -entry vsMain -entry psMain -target spirv -o targets.spv
452```
453
454#### Creating a standalone executable example
455
456This example compiles and runs a CPU host-callable style Slang unit.
457
458```hlsl
459// cpu.slang
460
461class MyClass
462{
463    int intMember;
464    __init()
465    {
466        intMember = 0;
467    }
468    int method()
469    {
470        printf("method\n");
471        return intMember;
472    }
473}
474
475export __extern_cpp int main()
476{
477    MyClass obj = new MyClass();
478    return obj.method();
479}
480
481```
482
483Compile the above code as standalone executable, using -I option to find dependent header files:
484```bat
485slangc cpu.slang -target executable -o cpu.exe -Xgenericcpp -I./include -Xgenericcpp -I./external/unordered_dense/include/
486```
487
488Execute the resulting executable:
489```bat
490C:\slang> cpu
491method
492
493```
494
495#### Compiling and linking slang-modules
496
497This example demonstrates the compilation of a slang-module, and linking to a shader which uses that module.
498Two scenarios are provided, one in which the entry-point is compiled in the same `slangc` invocation that links in the dependent slang-module, and another scenario where linking is a separate invocation.
499
500```hlsl
501// lib.slang
502public int foo(int a) 
503{ 
504    return a + 1;
505}
506```
507
508```hlsl
509// entry.slang
510import "lib";
511
512RWStructuredBuffer<int> outputBuffer;
513
514[shader("compute")]
515[numthreads(4, 1, 1)]
516void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
517{
518    int index = (int)dispatchThreadID.x;
519    outputBuffer[index] = foo(index);
520}
521```
522
523Compile lib.slang to lib.slang-module:
524```bat
525slangc lib.slang -o lib.slang-module
526```
527
528Scenario 1: Compile entry.slang and link lib and entry together in one step:
529```bat
530slangc entry.slang -target spirv -o program.spv # Compile and link
531```
532
533Scenario 2: Compile entry.slang to entry.slang-module and then link together lib and entry in a second invocation:
534```bat
535slangc entry.slang -o entry.slang-module # Compile
536slangc lib.slang-module entry.slang-module -target spirv -o program.spv # Link
537```
538
539#### Compiling with debug symbols
540
541Debug symbols can be added with the "-g<debug-level>" option.
542
543Adding '-g1' (or higher) to a SPIR-V compilation will emit extended 'DebugInfo' instructions.
544```bat
545slangc vertex.slang -target spirv-asm -o v.spv-asm -g0 # Omit debug symbols
546slangc vertex.slang -target spirv-asm -o v.spv-asm -g1 # Add debug symbols
547```
548
549
550#### Compiling with additional preprocessor macros
551
552User-defined macros can be set on the command-line with the "-D<macro>" or "-D<macro>=<value>" option.
553
554```hlsl
555// macrodefine.slang
556
557[shader("pixel")]
558float4 psMain() : SV_Target
559{
560#if defined(mymacro)
561    return float4(1, 0, 0, 1);
562#else
563    return float4(0, 1, 0, 1);
564#endif
565}
566```
567
568* Setting a user-defined macro "mymacro"
569```bat
570slangc macrodefine.slang -entry psMain -target spirv-asm -o targets.spvasm -Dmymacro
571```
572
573## Using the Compilation API
574
575The C++ API provided by Slang is meant to provide more complete control over compilation for applications that need it.
576The additional level of control means that some tasks require more individual steps than they would when using a one-size-fits-all tool like `slangc`.
577
578### "COM-lite" Components
579
580Many parts of the Slang C++ API use interfaces that follow the design of COM (the Component Object Model).
581Some key Slang interfaces are binary-compatible with existing COM interfaces.
582However, the Slang API does not depend on any runtime aspects of the COM system, even on Windows; the Slang system can be seen as a "COM-lite" API.
583
584The `ISlangUnknown` interface is equivalent to (and binary-compatible with) the standard COM `IUnknown`.
585Application code is expected to correctly maintain the reference counts of `ISlangUnknown` objects returned from API calls; the `Slang::ComPtr<T>` "smart pointer" type is provided as an optional convenience for applications that want to use it.
586
587Many Slang API calls return `SlangResult` values; this type is equivalent to (and binary-compatible with) the standard COM `HRESULT` type.
588As a matter of convention, Slang API calls return a zero value (`SLANG_OK`) on success, and a negative value on errors.
589
590> #### Note ####
591> Slang API interfaces may be named with the suffix "_Experimental", indicating that the interface is not complete, may have known bugs, and may change or be removed between Slang API releases.
592
593### Creating a Global Session
594
595A Slang _global session_ uses the interface `slang::IGlobalSession` and it represents a connection from an application to a particular implementation of the Slang API.
596A global session is created using the function `slang::createGlobalSession()`:
597
598```c++
599using namespace slang;
600
601Slang::ComPtr<IGlobalSession> globalSession;
602SlangGlobalSessionDesc desc = {};
603createGlobalSession(&desc, globalSession.writeRef());
604```
605
606When a global session is created, the Slang system will load its internal representation of the _core module_ that the compiler provides to user code.
607The core module can take a significant amount of time to load, so applications are advised to use a single global session if possible, rather than creating and then disposing of one for each compile.
608
609If you want to enable GLSL compatibility mode, you need to set `SlangGlobalSessionDesc::enableGLSL` to `true` when calling `createGlobalSession()`. This will load the necessary GLSL intrinsic module
610for compiling GLSL code. Without this setting, compiling GLSL code will result in an error.
611
612> #### Note ####
613> Currently, the global session type is *not* thread-safe.
614> Applications that wish to compile on multiple threads will need to ensure that each concurrent thread compiles with a distinct global session.
615
616> #### Note ####
617> Currently, the global session should be freed after any objects created from it.
618> See [issue 6344](https://github.com/shader-slang/slang/issues/6344).
619
620### Creating a Session
621
622A _session_ uses the interface `slang::ISession`, and represents a scope for compilation with a consistent set of compiler options.
623In particular, all compilation with a single session will share:
624
625* A list of enabled compilation targets (with their options)
626
627* A list of search paths (for `#include` and `import`)
628
629* A list of pre-defined macros
630
631In addition, a session provides a scope for the loading and re-use of modules.
632If two pieces of code compiled in a session both `import`  the same module, then that module will only be loaded and compiled once.
633
634To create a session, use the `IGlobalSession::createSession()` method:
635
636```c++
637SessionDesc sessionDesc;
638/* ... fill in `sessionDesc` ... */
639Slang::ComPtr<ISession> session;
640globalSession->createSession(sessionDesc, session.writeRef());
641```
642
643The definition of `SessionDesc` structure is:
644```C++
645struct SessionDesc
646{
647    /** The size of this structure, in bytes.
648     */
649    size_t structureSize = sizeof(SessionDesc);
650
651    /** Code generation targets to include in the session.
652    */
653    TargetDesc const*   targets = nullptr;
654    SlangInt            targetCount = 0;
655
656    /** Flags to configure the session.
657    */
658    SessionFlags flags = kSessionFlags_None;
659
660    /** Default layout to assume for variables with matrix types.
661    */
662    SlangMatrixLayoutMode defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_ROW_MAJOR;
663
664    /** Paths to use when searching for `#include`d or `import`ed files.
665    */
666    char const* const*  searchPaths = nullptr;
667    SlangInt            searchPathCount = 0;
668
669    PreprocessorMacroDesc const*    preprocessorMacros = nullptr;
670    SlangInt                        preprocessorMacroCount = 0;
671
672    ISlangFileSystem* fileSystem = nullptr;
673
674    bool enableEffectAnnotations = false;
675    bool allowGLSLSyntax = false;
676
677    /** Pointer to an array of compiler option entries, whose size is compilerOptionEntryCount.
678    */
679    CompilerOptionEntry* compilerOptionEntries = nullptr;
680
681    /** Number of additional compiler option entries.
682    */
683    uint32_t compilerOptionEntryCount = 0;
684};
685```
686The user can specify a set of commonly used compiler options directly in the `SessionDesc` struct, such as `searchPath` and `preprocessMacros`.
687Additional compiler options can be specified via the `compilerOptionEntries` field, which is an array of `CompilerOptionEntry` that defines a key-value
688pair of a compiler option setting, see the [Compiler Options](#compiler-options) section.
689
690#### Targets
691
692The `SessionDesc::targets` array can be used to describe the list of targets that the application wants to support in a session.
693Often, this will consist of a single target.
694
695Each target is described with a `TargetDesc` which includes options to control code generation for the target.
696The most important fields of the `TargetDesc` are the `format` and `profile`; most others can be left at their default values.
697
698The `format` field should be set to one of the values from the `SlangCompileTarget` enumeration.
699For example:
700
701```c++
702TargetDesc targetDesc;
703targetDesc.format = SLANG_SPIRV;
704```
705
706The `profile` field must be set with the ID of one of the profiles supported by the Slang compiler.
707The exact numeric value of the different profiles is not currently stable across compiler versions, so applications should look up a chosen profile using `IGlobalSession::findProfile`.
708For example:
709
710```c++
711targetDesc.profile = globalSession->findProfile("glsl_450");
712```
713
714Once the chosen `TargetDesc`s have been initialized, they can be attached to the `SessionDesc`:
715
716```c++
717sessionDesc.targets = &targetDesc;
718sessionDesc.targetCount = 1;
719```
720
721#### Search Paths
722
723The search paths on a session provide the paths where the compiler will look when trying to resolve a `#include` directive or `import` declaration.
724The search paths can be set in the `SessionDesc` as an array of `const char*`:
725
726```c++
727const char* searchPaths[] = { "myapp/shaders/" };
728sessionDesc.searchPaths = searchPaths;
729sessionDesc.searchPathCount = 1;
730```
731
732#### Pre-Defined Macros
733
734The pre-defined macros in a session will be visible at the start of each source unit that is compiled, including source units loaded via `import`.
735Each pre-defined macro is described with a `PreprocessorMacroDesc`, which has `name` and `value` fields:
736
737```c++
738PreprocessorMacroDesc fancyFlag = { "ENABLE_FANCY_FEATURE", "1" };
739sessionDesc.preprocessorMacros = &fancyFlag;
740sessionDesc.preprocessorMacroCount = 1;
741```
742
743#### More Options
744
745You can specify other compiler options for the session or for a specific target through the `compilerOptionEntries` and `compilerOptionEntryCount` fields
746of the `SessionDesc` or `TargetDesc` structures. See the [Compiler Options](#compiler-options) section for more details on how to encode such an array.
747
748### Loading a Module
749
750The simplest way to load code into a session is with `ISession::loadModule()`:
751
752```c++
753IModule* module = session->loadModule("MyShaders");
754```
755
756Executing `loadModule("MyShaders")` in host C++ code is similar to using `import MyShaders` in Slang code.
757The session will search for a matching module (usually in a file called `MyShaders.slang`) and will load and compile it (if it hasn't been done already).
758
759Note that `loadModule()` does not provide any ways to customize the compiler configuration for that specific module.
760The preprocessor environment, search paths, and targets will always be those specified for the session.
761
762### Capturing Diagnostic Output
763
764Compilers produce various kinds of _diagnostic_ output when compiling code.
765This includes not only error messages when compilation fails, but also warnings and other helpful messages that may be produced even for successful compiles.
766
767Many operations in Slang, such as `ISession::loadModule()` can optionally produce a _blob_ of diagnostic output.
768For example:
769
770```c++
771Slang::ComPtr<IBlob> diagnostics;
772Slang::ComPtr<IModule> module = session->loadModule("MyShaders", diagnostics.writeRef());
773```
774
775In this example, if any diagnostic messages were produced when loading `MyShaders`, then the `diagnostics` pointer will be set to a blob that contains the textual content of those diagnostics.
776
777The content of a blob can be accessed with `getBufferPointer()`, and the size of the content can be accessed with `getBufferSize()`.
778Diagnostic blobs produces by the Slang compiler are always null-terminated, so that they can be used with C-style string APIs:
779
780```c++
781if(diagnostics)
782{
783    fprintf(stderr, "%s\n", (const char*) diagnostics->getBufferPointer());
784}
785```
786
787> #### Note ####
788> The `slang::IBlob` interface is binary-compatible with the `ID3D10Blob` and `ID3DBlob` interfaces used by some Direct3D compilation APIs.
789
790### Entry Points
791
792When using `loadModule()` applications should ensure that entry points in their shader code are always marked with appropriate `[shader(...)]` attributes.
793For example, if `MyShaders.slang` contained:
794
795```hlsl
796[shader("compute")]
797void myComputeMain(...) { ... }
798```
799
800then the Slang system will automatically detect and validate this entry point as part of a `loadModule("MyShaders")` call.
801
802After a module has been loaded, the application can look up entry points in that module using `IModule::findEntryPointByName()`:
803
804```c++
805Slang::ComPtr<IEntryPoint> computeEntryPoint;
806module->findEntryPointByName("myComputeMain", computeEntryPoint.writeRef());
807```
808
809### Composition
810
811An application might load any number of modules with `loadModule()`, and those modules might contain any number of entry points.
812Before GPU kernel code can be generated it is first necessary to decide which pieces of GPU code will be used together.
813
814Both `slang::IModule` and `slang::IEntryPoint` inherit from `slang::IComponentType`, because both can be used as components when composing a shader program.
815A composition can be created with `ISession::createCompositeComponentType()`:
816
817```c++
818IComponentType* components[] = { module, entryPoint };
819Slang::ComPtr<IComponentType> program;
820session->createCompositeComponentType(components, 2, program.writeRef());
821```
822
823As discussed earlier in this chapter, the composition operation serves two important purposes.
824First, it establishes which code is part of a compiled shader program and which is not.
825Second, it established an ordering for the code in a program, which can be used for layout.
826
827### Layout and Reflection
828
829Some applications need to perform reflection on shader parameters and their layout, whether at runtime or as part of an offline compilation tool.
830The Slang API allows layout to be queried on any `IComponentType` using `getLayout()`:
831
832```c++
833slang::ProgramLayout* layout = program->getLayout();
834```
835
836> #### Note ####
837> In  the current Slang API, the `ProgramLayout` type is not reference-counted.
838> Currently, the lifetime of a `ProgramLayout` is tied to the `IComponentType` that returned it.
839> An application must ensure that it retains the given `IComponentType` for as long as it uses the `ProgramLayout`.
840
841Note that because both `IModule` and `IEntryPoint` inherit from `IComponentType`, they can also be queried for their layouts individually.
842The layout for a module comprises just its global-scope parameters.
843The layout for an entry point comprises just its entry-point parameters (both `uniform` and varying).
844
845The details of how Slang computes layout, what guarantees it makes, and how to inspect the reflection information will be discussed in a later chapter.
846
847Because the layout computed for shader parameters may depend on the compilation target, the `getLayout()` method actually takes a `targetIndex` parameter that is the zero-based index of the target for which layout information is being queried.
848This parameter defaults to zero as a convenience for the common case where applications use only a single compilation target at runtime.
849
850See [Using the Reflection API](reflection) chapter for more details on the reflection API.
851
852### Linking
853
854Before generating code, you must link the program to resolve all cross-module references. This can be done by calling
855`IComponentType::link` or `IComponentType::linkWithOptions` if you wish to specify additional compiler options for the program.
856For example:
857```c++
858Slang::ComPtr<IComponentType> linkedProgram;
859Slang::ComPtr<ISlangBlob> diagnosticBlob;
860program->link(linkedProgram.writeRef(), diagnosticBlob.writeRef());
861```
862
863The linking step is also used to perform link-time specialization, which is a recommended approach for shader specialization
864compared to preprocessor based specialization. Please see [Link-time Specialization and Precompiled Modules](10-link-time-specialization.md) for more details.
865
866Any diagnostic messages related to linking (for example, if an external symbol cannot be resolved) will be written to `diagnosticBlob`.
867
868### Kernel Code
869
870Given a linked `IComponentType`, an application can extract kernel code for one of its entry points using `IComponentType::getEntryPointCode()`:
871
872```c++
873int entryPointIndex = 0; // only one entry point
874int targetIndex = 0; // only one target
875Slang::ComPtr<IBlob> kernelBlob;
876linkedProgram->getEntryPointCode(
877    entryPointIndex,
878    targetIndex,
879    kernelBlob.writeRef(),
880    diagnostics.writeRef());
881```
882
883Any diagnostic messages related to back-end code generation (for example, if the chosen entry point requires features not available on the chosen target) will be written to `diagnostics`.
884The `kernelBlob` output is a `slang::IBlob` that can be used to access the generated code (whether binary or textual).
885In many cases `kernelBlob->getBufferPointer()` can be passed directly to the appropriate graphics API to load kernel code onto a GPU.
886
887
888## Multithreading
889
890The only functions which are currently thread safe are 
891
892```C++
893SlangSession* spCreateSession(const char* deprecated);
894SlangResult slang_createGlobalSession(SlangInt apiVersion, slang::IGlobalSession** outGlobalSession);
895SlangResult slang_createGlobalSession2(const SlangGlobalSessionDesc* desc, slang::IGlobalSession** outGlobalSession);
896SlangResult slang_createGlobalSessionWithoutCoreModule(SlangInt apiVersion, slang::IGlobalSession** outGlobalSession);
897ISlangBlob* slang_getEmbeddedCoreModule();
898SlangResult slang::createGlobalSession(slang::IGlobalSession** outGlobalSession);
899const char* spGetBuildTagString();
900```
901
902This assumes Slang has been built with the C++ multithreaded runtime, as is the default.
903
904All other functions and methods are not [reentrant](https://en.wikipedia.org/wiki/Reentrancy_(computing)) and can only execute on a single thread. More precisely, functions and methods can only be called on a *single* thread at *any one time*. This means for example a global session can be used across multiple threads, as long as some synchronization enforces that only one thread can be in a Slang call at any one time.
905
906Much of the Slang API is available through [COM interfaces](https://en.wikipedia.org/wiki/Component_Object_Model). In strict COM, interfaces should be atomically reference counted. Currently *MOST* Slang API COM interfaces are *NOT* atomic reference counted. One exception is the `ISlangSharedLibrary` interface when produced from [host-callable](../cpu-target.md#host-callable). It is atomically reference counted, allowing it to persist and be used beyond the original compilation and be freed on a different thread. 
907
908
909## Compiler Options
910
911Both the `SessionDesc`, `TargetDesc` structures contain fields that encodes a `CompilerOptionEntry` array for additional compiler options to apply on the session or the target. In addition,
912the `IComponentType::linkWithOptions()` method allow you to specify additional compiler options when linking a program. All these places accepts the same encoding of compiler options, which is
913documented in this section.
914
915The `CompilerOptionEntry` structure is defined as follows:
916```c++
917struct CompilerOptionEntry
918{
919    CompilerOptionName name;
920    CompilerOptionValue value;
921};
922```
923Where `CompilerOptionName` is an `enum` specifying the compiler option to set, and `value` encodes the value of the option.
924`CompilerOptionValue` is a structure that allows you to endcode up to two integer or string values for a compiler option:
925```c++
926enum class CompilerOptionValueKind
927{
928    Int,
929    String
930};
931
932struct CompilerOptionValue
933{
934    CompilerOptionValueKind kind = CompilerOptionValueKind::Int;
935    int32_t intValue0 = 0;
936    int32_t intValue1 = 0;
937    const char* stringValue0 = nullptr;
938    const char* stringValue1 = nullptr;
939};
940```
941The meaning of each integer or string value is dependent on the compiler option. The following table lists all available compiler options that can be set and
942meanings of their `CompilerOptionValue` encodings.
943
944|CompilerOptionName | Description |
945|:------------------ |:----------- |
946| MacroDefine        | Specifies a preprocessor macro define entry. `stringValue0` encodes macro name, `stringValue1` encodes the macro value.
947| Include            | Specifies an additional search path. `stringValue0` encodes the additional path. |
948| Language           | Specifies the input language. `intValue0` encodes a value defined in `SlangSourceLanguage`. |
949| MatrixLayoutColumn | Use column major matrix layout as default. `intValue0` encodes a bool value for the setting. |
950| MatrixLayoutRow    | Use row major matrix layout as default. `intValue0` encodes a bool value for the setting. |
951| Profile            | Specifies the target profile. `intValue0` encodes the raw profile representation returned by `IGlobalSession::findProfile()`. |
952| Stage              | Specifies the target entry point stage. `intValue0` encodes the stage defined in `SlangStage` enum. |
953| Target             | Specifies the target format. Has same effect as setting TargetDesc::format. |
954| WarningsAsErrors   | Specifies a list of warnings to be treated as errors. `stringValue0` encodes a comma separated list of warning codes or names, or can be "all" to indicate all warnings. |
955| DisableWarnings    | Specifies a list of warnings to disable. `stringValue0` encodes comma separated list of warning codes or names. |
956| EnableWarning      | Specifies a list of warnings to enable. `stringValue0` encodes comma separated list of warning codes or names. |
957| DisableWarning     | Specify a warning to disable. `stringValue0` encodes the warning code or name. |
958| ReportDownstreamTime | Turn on/off downstream compilation time report. `intValue0` encodes a bool value for the setting. |
959| ReportPerfBenchmark | Turn on/off reporting of time spend in different parts of the compiler. `intValue0` encodes a bool value for the setting. |
960| SkipSPIRVValidation | Specifies whether or not to skip the validation step after emitting SPIRV. `intValue0` encodes a bool value for the setting. |
961| Capability | Specify an additional capability available in the compilation target. `intValue0` encodes a capability defined in the `CapabilityName` enum. |
962| DefaultImageFormatUnknown | Whether or not to use `unknown` as the image format when emitting SPIRV for a texture/image resource parameter without a format specifier. `intValue0` encodes a bool value for the setting. |
963| DisableDynamicDispatch | (Internal use only) Disables generation of dynamic dispatch code. `intValue0` encodes a bool value for the setting. |
964| DisableSpecialization | (Internal use only) Disables specialization pass.  `intValue0` encodes a bool value for the setting. |
965| FloatingPointMode | Specifies the floating point mode. `intValue0` encodes the floating mode point defined in the `SlangFloatingPointMode` enum. |
966| DebugInformation | Specifies the level of debug information to include in the generated code. `intValue0` encodes an value defined in the  `SlangDebugInfoLevel` enum. |
967| LineDirectiveMode | Specifies the line directive mode to use the generated textual code such as HLSL or CUDA. `intValue0` encodes an value defined in the  `SlangLineDirectiveMode` enum. |
968| Optimization | Specifies the optimization level. `intValue0` encodes the value for the setting defined in the `SlangOptimizationLevel` enum. |
969| Obfuscate | Specifies whether or not to turn on obfuscation. When obfuscation is on, Slang will strip variable and function names from the target code and replace them with hash values. `intValue0` encodes a bool value for the setting. |
970| VulkanBindShift | Specifies the `-fvk-bind-shift` option. `intValue0` (higher 8 bits): kind, `intValue0` (lower bits): set; `intValue1`: shift. |
971| VulkanBindGlobals | Specifies the `-fvk-bind-globals` option. `intValue0`: index, `intValue`: set. |
972| VulkanInvertY | Specifies the `-fvk-invert-y` option. `intValue0` specifies a bool value for the setting. |
973| VulkanUseDxPositionW | Specifies the `-fvk-use-dx-position-w` option. `intValue0` specifies a bool value for the setting. |
974| VulkanUseEntryPointName | When set, will keep the original name of entrypoints as they are defined in the source instead of renaming them to `main`. `intValue0` specifies a bool value for the setting. |
975| VulkanUseGLLayout | When set, will use std430 layout instead of D3D buffer layout for raw buffer load/stores. `intValue0` specifies a bool value for the setting. |
976| VulkanEmitReflection | Specifies the `-fspv-reflect` option. When set will include additional reflection instructions in the output SPIRV. `intValue0` specifies a bool value for the setting. |
977| GLSLForceScalarLayout | Specifies the `-force-glsl-scalar-layout` option. When set will use `scalar` layout for all buffers when generating SPIRV. `intValue0` specifies a bool value for the setting. |
978| EnableEffectAnnotations | When set will turn on compatibility mode to parse legacy HLSL effect annotation syntax. `intValue0` specifies a bool value for the setting. |
979| EmitSpirvViaGLSL | When set will emit SPIRV by emitting GLSL first and then use glslang to produce the final SPIRV code. `intValue0` specifies a bool value for the setting. |
980| EmitSpirvDirectly | When set will use Slang's direct-to-SPIRV backend to generate SPIRV directly from Slang IR. `intValue0` specifies a bool value for the setting. |
981| SPIRVCoreGrammarJSON | When set will use the provided SPIRV grammar file to parse SPIRV assembly blocks. `stringValue0` specifies a path to the spirv core grammar json file. |
982| IncompleteLibrary | When set will not issue an error when the linked program has unresolved extern function symbols. `intValue0` specifies a bool value for the setting. |
983| DownstreamArgs | Provide additional arguments to the downstream compiler. `stringValue0` encodes the downstream compiler name, `stringValue1` encodes the argument list, one argument per line. |
984| DumpIntermediates | When set will dump the intermediate source output. `intValue0` specifies a bool value for the setting. |
985| DumpIntermediatePrefix | The file name prefix for the intermediate source output. `stringValue0` specifies a string value for the setting. |
986| DebugInformationFormat | Specifies the format of debug info. `intValue0` a value defined in the `SlangDebugInfoFormat` enum. |
987| VulkanBindShiftAll | Specifies the `-fvk-bind-shift` option for all spaces. `intValue0`: kind, `intValue1`: shift. |
988| GenerateWholeProgram | When set will emit target code for the entire program instead of for a specific entrypoint. `intValue0` specifies a bool value for the setting. |
989| UseUpToDateBinaryModule | When set will only load precompiled modules if it is up-to-date with its source. `intValue0` specifies a bool value for the setting. |
990| ValidateUniformity | When set will perform [uniformity analysis](a1-05-uniformity.md).|
991
992## Debugging
993
994Slang's SPIRV backend supports generating debug information using the [NonSemantic Shader DebugInfo Instructions](https://github.com/KhronosGroup/SPIRV-Registry/blob/main/nonsemantic/NonSemantic.Shader.DebugInfo.100.asciidoc).
995To enable debugging information when targeting SPIRV, specify the `-emit-spirv-directly` and the `-g2` argument when using `slangc` tool, or set `EmitSpirvDirectly` to `1` and `DebugInformation` to `SLANG_DEBUG_INFO_LEVEL_STANDARD` when using the API.
996Debugging support has been tested with RenderDoc.