The slangc
command-line tool is used to compile or cross-compile shader source code.
slangc [<options>] <file1> [<file2>...]
When compiling an HLSL shader, you must specify the path to your shader code file as well as the target shader model (profile) and shader stage to use. For example, to see D3D bytecode assembly for a fragment shader entry point:
slangc my-shader.hlsl -profile sm_5_0 -stage fragment
To direct that output to a bytecode file:
slangc my-shader.hlsl -profile sm_5_0 -stage fragment -o my-shader.dxbc
If the entry-point function has a name other than the default main
, then this is specified with -entry
:
slangc my-shader.hlsl -profile sm_5_0 -entry psMain -stage fragment
If you are using the [shader("...")]
syntax to mark your entry points, then you may leave off the -stage
option:
slangc my-shader.hlsl -profile sm_5_0 -entry psMain
Compiling an entry point from a Slang file is similar to HLSL, except that you must also specify a desired code generation target, because there is no assumed default (like DXBC for Direct3D Shader Model 5.x).
To get DXBC assembly written to the console:
slangc my-shader.slang -profile sm_5_0 -stage fragment -entry main -target dxbc
To get SPIR-V assembly:
slangc my-shader.slang -profile sm_5_0 -stage fragment -entry main -target spriv
The code generation target is implicit when writing to a file with an appropriate extension. To write DXBC, SPIR-V, or GLSL to files, use:
slangc my-shader.slang -profile sm_5_0 -entry main -stage fragment -o my-shader.dxbc
slangc my-shader.slang -profile sm_6_0 -entry main -stage fragment -o my-shader.dxil
slangc my-shader.slang -profile glsl_450 -entry main -stage fragment -o my-shader.spv
slangc
can compile multiple entry points, which may span multiple files in a single invocation.
This is useful when you are taking advantage of Slang's ability to automatically assign binding locations to shader parameters, because the compiler can take all of your entry points into account when assigning location (avoiding overlap between entry points that will be used together).
When specifying multiple entry points, you use multiple -entry
options on the command line.
The main thing to be aware of is that any -stage
options apply to the most recent -entry
point, and the same goes for any -o
options to specify per-entry-point output files.
For example, here is a command line to compile both vertex and fragment shader entry points from a single file and output them to distinct DXBC files:
slangc -profile sm_5_0 my-shader.hlsl
-entry vsMain -stage vertex -o my-shader.vs.dxbc
-entry fsMain -stage fragment -o my-shader.fs.dxbc
If your shader entry points are spread across multiple HLSL files, then each -entry
option indicates an entry point in the preceding file.
For example, if the preceding example put its vertex and fragment entry points in distinct files, the command line would be:
slangc -profile sm_5_0 my-shader.vs.hlsl -entry vsMain -stage vertex -o my-shader.vs.dxbc
my-shader.fs.hlsl -entry fsMain -stage fragment -o my-shader.fs.dxbc
Note that when compiling multiple .slang
files in one invocation, they will all be compiled together as a single module (with a single global namespace) so that the relative order of -entry
options and source files does not matter.
These long command lines obviously aren't pleasant. We encourage applications that require complex shader compilation workflows to use the Slang API directly so that they can implement compilation that follows application conventions/policy. The ability to specify compilation actions like this on the command line is primarily intended a testing and debugging tool.
For completeness, here are the options that slangc
currently accepts:
-
-D <name>[=<value>]
: Insert a preprocessor macro definition- The space between
-D
and<name>
is optional - If no
<value>
is specified, Slang will define the macro with an empty value
- The space between
-
-I <path>
: Add a path to be used in resolving#include
andimport
operations- The space between
-I
and<path>
is optional
- The space between
-
-entry <name>
: Specify the name of the entry-point function- When compiling from a single file, this defaults to
main
if you specify a stage using-stage
- Multiple
-entry
options may appear on the command line. When they do, the file associated with the entry point will be the first one found when searching to the left in the command line.
- When compiling from a single file, this defaults to
-
-stage <name>
: Specify the stage of an entry-point function- When there are multiple entry points, a
-stage
option applies to the most recent-entry
point specified - When there is only a single entry point, the
-stage
option may appear anywhere on the command line - The traditional stages are named as follows:
vertex
hull
: D3D Hull Shader and GL/VK Tessellation Control Shaderdomain
: D3D Domain Shader and GL/VK Tessellation Evaluation Shadergeometry
fragment
/pixel
: D3D Pixel Shader and GL/VK Fragment Shadercompute
- The stages for ray tracing use the following names:
raygeneration
intersection
anyhit
closesthit
miss
callable
- When there are multiple entry points, a
-
-target <format>
: Specifies the format in which code should be generated. Values for<target>
are:glsl
: GLSL source codehlsl
: HLSL source codespirv
: SPIR-V intermediate language binary.spirv-assembly
/spirv-asm
: SPIR-V intermediate language assemblydxbc
: DirectX shader bytecode binarydxbc-assembly
/dxbc-asm
: DirectX shader bytecode assemblydxil
: DirectX Intermediate Language binarydxil-assembly
/dxil-asm
: DirectX Intermediate Language assembly
-
-profile <profile>
: Specify the "profile" to use for the code generation target, which represents an abstact feature level as defined by a particular API standard. Available values include:- The Direct3D "Shader Model" levels are available as
sm_{4_0,4_1,5_0,5_1,6_0,6_1,6_2,6_3}
- Profiles corresponding to GLSL langauge versions are available as
glsl_{110,120,130,140,150,330,400,410,420,430,440,450,460}
- As a convenience, names matching traditional HLSL shader profiles are provided such that, e.g.,
-profile vs_5_0
is an abbreviation for-profile sm_5_0 -stage vertex
- The Direct3D "Shader Model" levels are available as
-
-o <path>
: Specify a path where generated output should be written- When multiple
-entry
options are present, each-o
associates with the first-entry
to its left.
- When multiple
-
-pass-through <name>
: Don't actually perform Slang parsing/checking/etc. on the input and instead pass it through (more or less) unmodified to the existing compiler<name>
"fxc
: Use theD3DCompile
API as exposed byd3dcompiler_47.dll
glslang
: Use Slang's internal version ofglslang
as exposed byslang-glslang.dll
- 'dxc': Use DirectXShaderCompiler (https://github.com/Microsoft/DirectXShaderCompiler)
- These are intended for debugging/testing purposes, when you want to be able to see what these existing compilers do with the "same" input and options
-
--
: Stop parsing options, and treat the rest of the command line as input paths
On windows if you want a dll loaded from a specific path, the path must be specified absolutely. See the 'LoadLibrary' documentation for more details. A relative path will cause Windows to check all locations along it's search procedure.
On linux it's similar, but any path (relative or not) will override the regular search mechanism. See 'dlopen' for more details.
-
-dxc-path
: Sets the path where dxc dlls are loaded from (dxcompiler.dll & dxil). -
-fxc-path
: Sets the path where fxc dll is loaded from (d3dcompiler_47.dll). -
-glslang-path
: Sets where the slang specific 'slang-glslang' is loaded from
A major limitation of the slangc
command today is that there is no provision for getting reflection data out along with the compiled shade rcode.
For now, the command-line tool is best seen as a debugging/testing tool, and all serious applications should drive Slang through the API.