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shaderdebug

A Neovim plugin for live Slang shader debugging — preview what any line of your fragment shader outputs, right in the editor.

shaderdebug preview

What it does

  • Live shader previews — move your cursor to any Slang line and see what it outputs rendered on a quad
  • Reflection-driven — automatically detects textures, buffers, samplers, and uniform bindings from your shader
  • Interactive inputs — click or press Enter on any input to bind custom images, textures, or JSON data
  • Dual render API — render previews through Vulkan or headless OpenGL/EGL
  • Selectable preview display backend — show images through Neovim's native vim.ui.img API or image.nvim
  • Non-blocking — everything runs in the background, so your editor never stutters

Installation

Using lazy.nvim

With image.nvim:

{
  "NickTsaizer/shaderdebug.nvim",
  ft = { "slang" },
  dependencies = { "3rd/image.nvim" },
}

With Neovim's native image support only:

{
  "NickTsaizer/shaderdebug.nvim",
  ft = { "slang" },
}

Requirements

  • Neovim 0.10+
  • Preview display backend — either:
    • A Neovim build with native image support (vim.ui.img)
    • image.nvim for plugin-based inline image rendering
  • slangc — available on your PATH, or configured via setup({ slangc = "/path/to/slangc" })
  • glslangValidator — available on your PATH, or configured via setup({ glslang_validator = "/path/to/glslangValidator" })
  • Vulkan — required when api = "vulkan" or api = "auto"
  • EGL + OpenGL — required when api = "opengl" (headless/offscreen path)
  • libepoxy — OpenGL function loading for the headless EGL path
  • ffmpeg — for non-PNG image conversion
  • libpng — PNG reading/writing

Quick Start

" Open a Slang shader file
:e myshader.slang

" Preview the current line
:ShaderDebugPreview

" Enable auto-preview on cursor move
:ShaderDebugToggleAuto

Configure the render API and preview display backend in setup():

require("shaderdebug").setup({
  api = "auto", -- "vulkan", "opengl", or "auto"
  preview = {
    backend = "native", -- "native", "auto", or "image.nvim"
  },
})

Usage

Commands

Command Description
:ShaderDebugPreview Render preview for the current line
:ShaderDebugToggleAuto Toggle live preview on cursor move
:ShaderDebugInputs Show reflected inputs in the message area
:ShaderDebugSetImage <name> <path> Bind a single image to an input
:ShaderDebugSetImages <name> <paths> Bind multiple images (comma-separated)
:ShaderDebugSetData <name> <json> Bind JSON data to a buffer input
:ShaderDebugClearInput <name> Clear an input override
:ShaderDebugClear Close the preview and disable auto-preview

Interactive Preview

The preview split shows:

  1. Header<entry> > <expression>
  2. Render API — the active renderer (e.g. vulkan)
  3. Inputs — each reflected resource with current binding

Move the cursor onto an input line and press:

  • Enter — edit that input (prompt for image path, JSON data, etc.)
  • x — clear the input override
  • r — refresh the preview

Configuration

Pass options to setup():

require("shaderdebug").setup({
  api = "vulkan",            -- "vulkan", "opengl", or "auto"
  auto_preview = false,      -- start with auto-preview disabled
  debounce_ms = 180,         -- delay before rendering
  image_size = 512,          -- preview image resolution
  slangc = "slangc",         -- compiler command or absolute path
  glslang_validator = "glslangValidator", -- validator command or absolute path
  preview = {
    backend = "native",      -- "native", "auto", or "image.nvim"
    cell_aspect_ratio = nil,  -- override terminal cell height/width ratio if needed
  },
})

Render API notes

  • api = "vulkan" compiles Slang to SPIR-V and uses the Vulkan offscreen renderer
  • api = "opengl" compiles Slang to GLSL and uses a headless EGL/OpenGL renderer
  • api = "auto" currently resolves to Vulkan

Preview display backend notes

  • preview.backend = "native" is the default and requires a Neovim build with vim.ui.img support
  • preview.backend = "auto" prefers Neovim's native image API when supported, then falls back to image.nvim
  • preview.backend = "image.nvim" forces plugin-based preview rendering
  • preview.cell_aspect_ratio lets you manually tune image sizing when your terminal reports unusual cell proportions

Example native-only setup:

require("shaderdebug").setup({
  preview = {
    backend = "native",
  },
})

Example image.nvim setup with manual sizing override:

require("shaderdebug").setup({
  preview = {
    backend = "image.nvim",
    cell_aspect_ratio = 2,
  },
})

OpenGL texture example

Texture2D<float4> albedo;
SamplerState albedoSampler;

struct FragmentInput
{
    float2 uv: TEXCOORD0;
};

[[shader("fragment")]]
float4 fragment(FragmentInput input) : SV_Target0
{
    return albedo.Sample(albedoSampler, input.uv);
}

Bind the texture from Neovim:

:ShaderDebugSetImage albedo /path/to/image.png
:ShaderDebugPreview

Known Limitations

  • Only fragment shaders are supported
  • Works best with simple expressions (assignments, returns, direct function calls)
  • OpenGL currently treats sampled textures as combined sampler2D uniforms internally

Credits

Built with Slang, Vulkan, and EGL/OpenGL.

About

Slang shader line previews for nvim

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