Add notes on slang support

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Sascha Willems 2025-03-23 18:52:23 +01:00
parent 2593d70794
commit bc3c41e89a
2 changed files with 5 additions and 3 deletions

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@ -68,7 +68,7 @@ Once built, examples can be run from the bin directory. The list of available co
-vs, --vsync: Enable V-Sync
-f, --fullscreen: Start in fullscreen mode
-w, --width: Set window width
-s, --shaders: Select shader type to use (glsl or hlsl)
-s, --shaders: Select shader type to use (glsl, hlsl, slang)
-g, --gpu: Select GPU to run on
-gl, --listgpus: Display a list of available Vulkan devices
-b, --benchmark: Run example in benchmark mode
@ -83,7 +83,7 @@ Note that some examples require specific device features, and if you are on a mu
## Shaders
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl) but most samples also come with [HLSL](shaders/hlsl) shader sources.
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl), most samples also come with [HLSL](shaders/hlsl) and [slang](shaders/slang/) shader sources
## A note on synchronization

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# Shaders
This folder contains the shaders used by the samples. Source files are available as GLSL and HLSL and also come with precompiled SPIR-V files that are consumed by the samples. To recompile shaders you can use the `compileshaders.py` scripts in the respective folders or any other means that can generate Vulkan SPIR-V from GLSL or HLSL. One such option is [this extension for Visual Studio](https://github.com/SaschaWillems/SPIRV-VSExtension).
This folder contains the shaders used by the samples. Source files are available in GLSL, HLSL and [slang](https://shader-slang.org/) and also come with precompiled SPIR-V files that are consumed by the samples. To recompile shaders you can use the `compileshaders.py` scripts in the respective folders or any other means that can generate Vulkan SPIR-V from GLSL, HLSL or slang. One such option is [this extension for Visual Studio](https://github.com/SaschaWillems/SPIRV-VSExtension).
Note that not all samples may come with all shading language variants. So some samples that have GLSL source files might not come with HLSL and/or slang source files.