Tempted to switch to https://github.com/shader-slang/slang for compute shader language. It has some very nice features but I'm a bit worried that I might hit some limits with no workaround (for instance, it doesn't look like they support pointers into groupshared memory)

Anyone has experience with it? Thoughts?

GitHub - shader-slang/slang: Making it easier to work with shaders

Making it easier to work with shaders. Contribute to shader-slang/slang development by creating an account on GitHub.

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@xoofx I don't have experience, but positive signs are that it is in active development (https://github.com/shader-slang/slang/releases), and is now the "official future language" of Khronos et al (compared to GLSL which is effectively frozen)

[upd: it is not “official language”, just one of Khronos projects]

Releases · shader-slang/slang

Making it easier to work with shaders. Contribute to shader-slang/slang development by creating an account on GitHub.

GitHub

@aras @xoofx

Sweet Jesus no it is not.

Slang is NOT the official future language of Khronos.

I told them again and again people would assume that.

None of this is your fault, dear friends and readers.

Hey @thekhronosgroup take note.

@dneto @aras @xoofx @thekhronosgroup

Hi! I will (perhaps less hyperbolically) concur with David here that Slang isn't intended to be "the blessed language"-- from the POV of Vulkan, it's one of the several routes into SPIR-V. From the POV of Slang, Vulkan is one of several target APIs/platforms. I obviously think Slang is really cool (I am perhaps biased in that regard), but I also believe strongly in an ecosystem with multiple shading languages.

@ShannonIn3D @aras @xoofx @thekhronosgroup

I regret my distemper. Blah, the internet is forever isn't it.