graphics/shader-slang - The NetBSD Packages Collection

Shading language that supports many targets

Slang is a shading language that makes it easier to build and
maintain large shader codebases in a modular and extensible fashion,
while also maintaining the highest possible performance on modern
GPUs and graphics APIs. Slang is based on years of collaboration
between researchers at NVIDIA, Carnegie Mellon University, Stanford,
MIT, UCSD and the University of Washington.

The Slang compiler can generate code for a wide variety of targets:
D3D12, Vulkan, Metal, D3D11, CUDA, and even generate code to run
on a CPU. For textual targets, such as Metal Shading Language (MSL)
and CUDA, Slang produces readable code that preserves original
identifier names, as well as the type and call structure, making
it easier to debug.

Build dependencies

math/fast_float textproc/nlohmann-json parallel/spirv-headers graphics/vulkan-headers pkgtools/x11-links x11/xcb-proto x11/xorgproto graphics/vulkan-headers x11/xcb-proto devel/cmake pkgtools/mktools devel/pkgconf pkgtools/cwrappers

Runtime dependencies

graphics/glslang archivers/lz4 archivers/miniz lang/python313 lang/python313 parallel/spirv-tools devel/unordered-dense archivers/lz4

Binary packages

OSArchitectureVersion
(none)

Binary packages can be installed with the high-level tool pkgin (which can be installed with pkg_add) or pkg_add(1) (installed by default). The NetBSD packages collection is also designed to permit easy installation from source.

Available build options

(none)

Known vulnerabilities

The pkg_admin audit command locates any installed package which has been mentioned in security advisories as having vulnerabilities.

Please note the vulnerabilities database might not be fully accurate, and not every bug is exploitable with every configuration.


Problem reports, updates or suggestions for this package should be reported with send-pr.