A heterogenous graphics language
Currently, graphics programming relies on writing CPU host code (written in a CPU language such as C++) that will then execute GPU shaders (written in a shading language such as HLSL). This opens the door to a variety of bugs that thrive in this CPU-GPU disconnect. Slang took the first steps towards bridging this gap by giving programmers the ability to compile from slang to both CPU and GPU targets. I am currently working on extending Slang to see how it might support fully heterogeneous compilation, allowing programmers to specify and execute an entire graphics pipeline from within a single .slang file.