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HLSL Syntax

by MattSutherlin ST3

HLSL syntax highlighting for Sublime Text 3

Details

Installs

  • Total 4K
  • Win 3K
  • Mac 361
  • Linux 147
May 24 May 23 May 22 May 21 May 20 May 19 May 18 May 17 May 16 May 15 May 14 May 13 May 12 May 11 May 10 May 9 May 8 May 7 May 6 May 5 May 4 May 3 May 2 May 1 Apr 30 Apr 29 Apr 28 Apr 27 Apr 26 Apr 25 Apr 24 Apr 23 Apr 22 Apr 21 Apr 20 Apr 19 Apr 18 Apr 17 Apr 16 Apr 15 Apr 14 Apr 13 Apr 12 Apr 11 Apr 10 Apr 9
Windows 2 1 3 0 4 3 1 0 0 1 3 1 3 2 3 3 1 2 2 4 6 0 2 0 1 1 2 5 3 2 2 0 2 2 4 8 0 0 1 0 6 1 1 3 2 3
Mac 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 2 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
Linux 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 0 0 1 1 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0

Readme

Source
raw.​githubusercontent.​com

HLSL_ST3

HLSL tools for Sublime Text 3

I'm just trying to provide a better, more fully featured editing environment for HLSL. Because it's kind of ridiculous that we don't already have a real IDE for this.

The Syntax

A large part of that is the syntax file, where the goal is to hook as much as possile into Sublime's symbol indexer in the most correct, most granular way possible. Functions (and function-esque macros) will link between defintions and call sites in both directions, via GoTo Defintion and GoTo Reference. Structs link from usage to definition, via GoTo Definition. Most everything else will at least get scoped for theme coloration, but more universal coverage towards scope-aware autocompletions is a (long-term) work in progress.

The Scripts

While the syntax is the core of the plugin, the scripts are where I'm hoping to take it from a simple text editing experience and into being a real IDE experience.

Open Headers

You can right click an include statement to open the referenced file. By default, it will attempt to open relative to the same directory as the including file, but user settings allow additional include paths to be provided.

Get Intrinsic Information On Hover

Mousing over a language intrinsic will give you a popup with the MSDN description and a link to the MSDN page. Now you don't have to forever keep a tab open for the main intrinsics page, and let's be real, anyone reading this probably does.

Swap String Literal Params On Attributes

Can't ever remember what strings are valid for the paritioning attribute of a hull shader? Me either, and now you shouldn't have to. Right click any stage function attribute with a string literal param and get a list of the valid options to insert.

Lastly

Everything works best when your shader source is in an active sublime-project file. Otherwise, some features may only work across open files instead of all of your files.

Best with my HLSL-centric theme, Rocklobster: https://github.com/MattSutherlin/RockLobster_ST3Theme