Recursive AI

OneShader

All oneshader docs

A HLSL compiler for .NET, written in C#, with no dependency beyond .NET itself. Modern HLSL (Shader Model 6 style) for vertex, pixel and compute shaders goes in; SPIR-V for Vulkan comes out, with reflection: inputs and outputs, resource bindings, buffer layouts and thread-group sizes. NativeAOT and trimming are supported.

Compiles to SPIR-V (Vulkan), Metal Shading Language and WGSL (WebGPU).

Most projects want RecursiveAI.OneShader.Build, which compiles *.hlsl during dotnet build and generates C# bindings. This package is the compiler itself, for compiling at run time (hot reload, tools) and for the support types the generated code uses.

Install

Terminal
dotnet add package RecursiveAI.OneShader

Target framework net10.0. The namespace is OneShader.

Quick start

C#
using OneShader;
 
string source = File.ReadAllText("Shaders/Blur.hlsl");
CompileResult result = ShaderCompiler.Compile(source, "Shaders/Blur.hlsl", new CompileOptions
{
    Defines = [new("RADIUS", "4")],
    IncludeDirectories = ["Shaders/Common"],
});
 
foreach (var d in result.Diagnostics)
    Console.WriteLine(d);              // Shaders/Blur.hlsl(12,5): error OSH0300: ...
 
if (result.Success)
{
    ReadOnlySpan<byte> spirv = result.Find("PSMain", CompileTarget.SpirV)!.Data;
    var reflection = result.Reflection!;   // resources, bindings, buffer layouts, entry points
}

Errors are returned as diagnostics with file, line and column, never thrown. Includes can come from disk or from memory through CompileOptions.IncludeResolver. Output is deterministic.

Hot reload

During development, watch the HLSL file, recompile it with the runtime API and swap the new SPIR-V in, as long as the interface the C# was built against has not changed. Projects using the build package get that interface as Shaders.Sprite.Reflection (generated from Sprite.hlsl).

C#
CompileResult result = ShaderCompiler.CompileFile("Shaders/Sprite.hlsl");   // diagnostics, not exceptions
watcher.Watch(result.Files);                                              // the file and its #includes, even after an error
 
if (!result.Success) { Print(result.Diagnostics); return; }                // keep running the last good shader
 
CompatibilityReport report = InterfaceCompatibility.Compare(Shaders.Sprite.Reflection, result.Reflection!);
if (report.IsCompatible)
    renderer.Replace(result.Find("PSMain", CompileTarget.SpirV)!.Data);
else
    Console.WriteLine(report);   // "Frame.Tint moved from offset 64 to 80" ... "Rebuild the project ..."

Compatible means everything the generated C# relies on is unchanged: constant-buffer and structured-buffer layouts (member offsets, types, array and matrix strides, sizes), vertex input locations, formats, offsets and stride, resource set, binding, kind, array size and stage visibility, the entry points present and their stages, and compute thread-group sizes. Edits to function bodies, new entry points, and resources that become visible to fewer stages are compatible. ShaderCompiler.Compile can be called from several threads at once. samples/HotReload is a complete console loop.

Compile cache

ShaderCompileCache answers a compile from memory when the same inputs were compiled before, for hosts that build many variants of the same shaders (hot reload, tools, material systems). A result is reused when the source text, path, every option (targets, defines, include directories, entry points, matrix packing, 16-bit types, optimization, names) and the content of every include the earlier compile read are unchanged; includes are looked up again on each call, so an edited file, or a new file earlier on the search path, makes the next call compile.

C#
var cache = new ShaderCompileCache(maxEntries: 256);          // thread-safe; least recently used results are dropped
CompileResult a = cache.Compile(source, "Material.hlsl", new CompileOptions { Defines = [new("ALPHA_TEST", null)] });
CompileResult b = cache.CompileFile("Shaders/Material.hlsl", options);   // reads the file every call
Console.WriteLine($"{cache.Hits} hits, {cache.Misses} compiles"); cache.Clear();

Callers asking for one key at the same time share one compile; different keys compile in parallel. Results (errors included) are shared objects, so treat them as read-only; they are the bytes a direct ShaderCompiler.Compile gives. A cancelled call caches nothing.

Pipeline layouts

OneShader.Layouts turns a shader into what a renderer creates, as plain data with no graphics API behind it: descriptor set layouts and push-constant ranges for Vulkan, per-stage argument indices for Metal, bind group layouts for WebGPU, and vertex input for all three. It reads the generated classes (no parsing) or a ShaderReflection (for shaders compiled at run time).

C#
using OneShader.Layouts;
 
// Built with the project: one call per target.
PipelineLayout pipeline = Shaders.Sprite.Pipeline;                    // vertex + pixel entry points of the file
var vulkan = pipeline.ToVulkan();                                     // SetLayouts[i].Bindings, PushConstantRanges
foreach (var set in vulkan.SetLayouts)
    foreach (var b in set.Bindings)
        Console.WriteLine($"set {set.Set} binding {b.Binding}: {b.DescriptorType} x{b.DescriptorCount} stages {b.StageFlags}");
 
var vertex = Shaders.Sprite.VSMain.Layout.Vertex!.ToVulkan(VertexStepMode.Instance);   // VkVertexInputBinding/AttributeDescription data
 
// Any combination, and conflicts come back as values:
if (!PipelineLayout.TryCreate([Quad.VSMain.Layout, Quad.PSBlur.Layout], out var blur, out var error))
    Console.WriteLine(error);
 
// Compiled at run time:
EntryLayout.TryCreate(result.Reflection!, "PSMain", out var ps, out _);

Specialization constants ([[vk::constant_id(N)]] const T Name = default;) are pipeline-time inputs on every target. SpecializationValues.For(entryLayout) holds one value per constant the entry point reads (defaults until you Set them) and converts to VkSpecializationInfo contents (ToVulkan()), Metal function-constant values (ToMetal()) and WebGPU's constants record (ToWebGpu()); the generated Specialization struct does the same by field. To fix values at compile time instead, pass CompileOptions.SpecializationOverrides.

PipelineLayout.TryCreate merges entry points that run together: bindings at the same set and binding must agree on kind, count and type and get the union of their stages; push-constant blocks of the same name and size are shared. It returns a LayoutError (ResourceConflict, DuplicateStage, ...) with the message to show, never an exception. The three conversions:

  • ToVulkan(VulkanLayoutOptions?): a DescriptorSetLayoutInfo per set from 0 (unused sets are empty, as Vulkan needs them), and a PushConstantRangeInfo per block, using the numeric values of VkDescriptorType, VkShaderStageFlagBits and VkFormat. DynamicBuffers names buffers to declare as dynamic-offset descriptors.
  • TryToMetal(...): for each stage, the [[buffer(n)]], [[texture(n)]] and [[sampler(n)]] index of every resource (an array of N takes N indices), the buffer index to pass to setVertexBytes/setFragmentBytes/setBytes, and MetalStageLayout.TryFind(set, binding) to go from a Vulkan-style slot to the index. VertexLayout.ToMetal(bufferIndex, step) gives the MTLVertexDescriptor data (default buffer index 30; pass the generated MslVertexBufferIndex). Fails with MissingTarget if Msl was not built.
  • TryToWebGpu(..., WebGpuLayoutOptions?): GPUBindGroupLayoutEntry data (ToWebGpuString() gives the API strings), with the push-constant block as a uniform buffer entry at the group and binding the compiler reserved, and VertexLayout.ToWebGpu(step) for GPUVertexBufferLayout. What WebGPU cannot express (resource arrays, typed buffers, 1D array textures, storage textures without [[vk::image_format]]) is an Unsupported error that says what to change. Reflection does not record whether a texture is a depth texture sampled with a comparison sampler, or how a storage texture is accessed, so those come from WebGpuLayoutOptions (DepthTextures, StorageAccess, ...); defaults are float textures and write-only storage textures.

One layout for many pipelines:

C#
// A material system shares one layout across ten forward entry points and three post-effect pixel shaders (several per stage).
if (!PipelineLayout.TryCreateUnion(allEntries, out var shared, out var error))
    Console.WriteLine(error);     // "Set 1 binding 3 is 'Albedo' (SampledTexture, ...) in entry point 'PsTex' and 'Params' (ConstantBuffer, ...) in entry point 'PsTint'. ..."
 
// A bind group made once has to fit pipelines that use different stages:
var vk = shared.ToVulkan(new VulkanLayoutOptions
{
    WidenSets = new Dictionary<uint, ShaderStages> { [0] = ShaderStages.Vertex | ShaderStages.Pixel },
    DynamicBindings = [(0u, 1u)],                      // by slot; DynamicBuffers = ["Frame"] does it by name
});
var web = shared.TryToWebGpu(out var wl, out _, new WebGpuLayoutOptions { WidenGroups = ..., DynamicBuffers = ["Frame"] });
 
// The engine stores the colour as unorm8x4 at its own offset in a 48-byte vertex:
var overrides = new VertexLayoutOverrides { Stride = 48, Attributes = new Dictionary<uint, VertexAttributeOverride> { [4] = new(VertexFormat.Unorm8x4, 44) } };
if (Quad.VSMain.Layout.TryWithVertexOverrides(overrides, out var vs, out error))   // then use vs in TryCreate/TryCreateUnion
    Console.WriteLine(vs!.Vertex!.ToMetal().Attributes[4]);                          // also ToVulkan() and ToWebGpu()

TryCreateUnion merges resources at one set and binding that agree in kind, count, type, texel type and storage format (stages are united); a disagreement names both entry points and the slot. Push-constant blocks of the same name and size are shared; blocks of different structs merge into one range covering all their stages, sized to the largest, when the members that overlap in bytes have the same type at the same offset (this needs the layout built by EntryLayout.TryCreate, which carries PushConstantType; generated layouts can only merge blocks of the same name and size). Entry points of different files number Metal resources independently, so TryToMetal reports a slot or push block on which two entry points of one stage disagree (Vulkan and WebGPU are unaffected, apart from push-constant slots in the WGSL).

Options that shape the output without changing what the shader says: WidenSets/WidenBindings/WidenPushConstants (Vulkan) and WidenGroups/WidenBindings/WidenPushConstants (WebGPU) OR extra stages into the visibility; DynamicBuffers (by name), DynamicBindings (by set and binding) and ResourceLayout.DynamicOffset (on a layout you built) make a constant or storage buffer *_BUFFER_DYNAMIC / hasDynamicOffset (DescriptorSetLayoutBindingInfo.IsDynamic, BindGroupLayoutEntryInfo.HasDynamicOffset). TryWithVertexOverrides accepts a format of the same class as the shader's input (float, unorm, snorm and half formats for float inputs, Uint formats for uint, Sint formats for int); a different component count is fine, because Vulkan, Metal and WebGPU all drop or fill components. The attribute must lie inside the stride, and its offset must be a multiple of min(4, format size). Otherwise LayoutErrorKind.InvalidVertexInput.

Creating layouts allocates; do it when a shader loads, not per frame.

What works

  • Vertex, pixel and compute shaders in modern HLSL (HLSL 2021): structs, functions, constant buffers, textures and samplers, structured and byte-address buffers, storage images, groupshared memory, barriers and atomics, and the preprocessor (#include, macros, #if).
  • SPIR-V for Vulkan 1.2, validated with spirv-val, and checked by running each shader in its test corpus on a GPU against the same shader compiled by DXC.
  • Buffer layouts and descriptor bindings follow the conventions DXC uses for Vulkan.
  • Metal Shading Language (CompileTarget.Msl, Metal 2.4+) and WGSL (CompileTarget.Wgsl) with the same buffer byte layouts as the SPIR-V, checked with Apple's metal compiler and naga, and by running the test corpus on Metal and in a browser on WebGPU against the DXC reference.
  • Push constants ([[vk::push_constant]] on a struct global or ConstantBuffer<T>): a PushConstant block in SPIR-V with DXC's offsets, a constant T& argument in MSL, a uniform buffer in WGSL; ShaderReflection.PushConstants lists the layout, the stages and where each target takes the bytes.

Known limits

  • SPIR-V, Metal (MSL) and WebGPU (WGSL) output. Limits are listed in docs/msl-backend.md and docs/wgsl-backend.md.
  • Unbounded resource arrays and WaveMatch/WaveMultiPrefix* are not supported. Wave and quad intrinsics work; a shader that uses them needs subgroup support on the device (EntryPointInfo.SubgroupOperations).

License

MIT OR Apache-2.0, at your option. Copyright © Recursive AI, LLC.