Notes · Other Peoples' Talks · FOSDEM 2026 · Single-source cross-platform GPU LLM inference with Slang and Rust
https://fosdem.org/2026/schedule/event/QU9UF3-slang-cross-platform-inference/
- Slang
- originally a NVIDIA initiative, but donated to Khronos in 2024
- in a way, superset of WGSL/WESL/Naga
- programming language for the GPU, but also the compiler for that language
- So why Slang?
- Open-source, open-governance
- Write your shader once, runs everywhere
- Supports both compute and rendering
- Not limited by the lowest-common-denominator, like WebGPU
- Autodiff built in, but Crozet hasn't used it; could be useful for traning
- Most importantly, it has modern syntax; so much nicer than WGSL or GLSL
- Supports reflection; can ask the compiler for information about your shaders. Can have the compiler allocate binding sets, and then ask the compiler how it was done
- See Khronos's BOF presentation at SIGGRAPH 2025: https://www.khronos.org/assets/uploads/developers/presentations/Slang_BOF_SIGGRAPH_2025.pdf
- Using Slang in Rust
- The compiler is written in C++, but there are Rust bindings
- Crozet wrote a small wrapper (
minislang) to make it nicer to work with - Need to write a RHI (rendering hardware interface?) to translate Slang's commands to each graphics API -
slang-hal- only for the GPU API, not for the shaders - Utilities/libraries built atop slang:
stensorfor tensor manipulation - new library because he needs these operations to be reusable from other domainsslai- physics simulations etc
- Slang in action
- Structured buffers are not global variables, like they are in other shading languages, but actual arguments to kernels; makes it easier to maintain
- Slang has a built-in module system, so you don't need a preprocessor or anything like that; can reuse code across your codebase or other libraries
- Write kernel launch - no binding groups, no backend choice - it's all handled for you
slai: dimforge is working on Slang AI- Very incomplete right now, still in the experimentation phase
- Have implemented Gemma + Whisper model
- See
wgmlfor a purely WebGPU implementation
- What's next?
- Still targeting the single-source GPU scientific computing dream
- Close to ideal, but no package manager, no CPU/GPU code sharing, incomplete IDE support
- Last experiment; Rust-GPU, more at the end of the year
- Also have a focus on generating datasets for AI stuff using GPU-based phyics simulations
- Question: Does it have support for generics?
[wasn't paying attention]
- Question: Game engine integration?
- Theoretically possible, just need to be careful about staying in the same API
- Bevy is exclusively WebGPU; Slang could generate the WGSL, and use them directly