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EmbarkStudios avatar

EmbarkStudios/rust-gpuArchived

0
View on GitHub↗

Rust Gpu

Rust-GPU is a compiler and toolchain that translates Rust source code into SPIR-V bytecode for execution on graphics and compute hardware. It provides a development environment for writing parallel compute kernels and graphics shaders using a custom LLVM backend that maps high-level language constructs to GPU-compatible memory layouts and instructions.

The project enables cross-platform shader development, allowing the same Rust code to run across different GPU hardware and graphics APIs via the SPIR-V intermediate representation. It specifically supports the creation of general-purpose compute kernels and various stages of the graphics pipeline, such as vertex and fragment shaders.

The toolchain includes capabilities for translating high-level control flow and types into hardware-compatible layouts without runtime overhead. It exposes GPU-specific operations, including texture sampling and barriers, as native intrinsic functions and uses attribute-driven detection to identify shader entry points.

Compilation of shader binaries can be integrated directly into Rust build scripts.

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shader.rs
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Features

  • SPIR-V Translators - Translates Rust intermediate representation into SPIR-V bytecode using a custom LLVM-based compiler backend.
  • Compute Shader Programming - Supports writing general-purpose GPU compute kernels in Rust for parallel data processing workloads.
  • Cross-Platform Shader Compilers - Provides a compilation target that enables Rust code to run across different GPU hardware via SPIR-V.
  • GPU Compute Toolchains - Offers a complete development environment for writing parallel compute kernels and graphics shaders in Rust.
  • GPU Memory Layout Mappings - Translates high-level Rust types into hardware-compatible memory layouts and GPU-specific address spaces.
  • LLVM-Based Compilers - Implements a custom compiler backend using LLVM to map Rust IR to GPU-compatible memory layouts.
  • Multi-Target Compilers - Implements a compiler target model that translates Rust source into bytecode for non-CPU GPU execution environments.
  • GPU Intrinsics - Exposes GPU-specific operations such as barriers and texture sampling as native Rust intrinsic functions.
  • Shader Intrinsic Mappings - Maps GPU-specific hardware operations like texture sampling and barriers to native Rust intrinsic functions.
  • Real-Time Graphics Development - Enables the development of vertex, fragment, and other graphics shaders in Rust for real-time rendering.
  • Shader Entry Point Configurators - Provides mechanisms to identify and configure specific Rust functions as entry points for various shader stages.
  • Zero-Cost Abstraction Patterns - Compiles high-level Rust loops and branches directly into SPIR-V instructions without runtime overhead.
7,572 stars·248 forks·Rust·Apache-2.0·20 views

Star history

Star history chart for embarkstudios/rust-gpuStar history chart for embarkstudios/rust-gpu

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

Projects sharing features with Rust Gpu

These projects share indexed features with Rust Gpu. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
  • microsoft/directxshadercompilermicrosoft avatar

    microsoft/DirectXShaderCompiler

    3,493View on GitHub↗

    DirectXShaderCompiler is an HLSL shader compiler that transforms High-Level Shader Language source code into intermediate language formats executable by GPUs. It functions as a shader bytecode validator to verify the correctness and hardware compatibility of compiled representations and as a software shader rasterizer for rendering when physical graphics hardware is unavailable. The project includes a translation tool that converts HLSL shader code into the SPIR-V binary intermediate representation for use with cross-platform graphics APIs. It also provides capabilities for legacy shader migr

    C++directx-shader-compilerdxilhlsl
    View on GitHub↗3,493
  • shader-slang/slangshader-slang avatar

    shader-slang/slang

    5,039View on GitHub↗

    Slang is a shader compiler framework that combines a modular shading language with automatic differentiation, multi-target code generation, and an intrinsic mapping and extension system. At its core, Slang provides a differentiable shader compiler that automatically generates forward and backward derivative propagation for functions with control flow, enabling gradient-based optimization in graphics. The framework also includes a fully featured shader language with modules, generics, interfaces, and separate compilation, all designed for building reusable shader libraries. From a single source

    C++cudad3d12glsl
    View on GitHub↗5,039
  • overv/vulkantutorialOverv avatar

    Overv/VulkanTutorial

    3,675View on GitHub↗

    VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering and compute pipelines using the Vulkan API. It serves as a GPU programming course and a step-by-step guide for building high-performance graphics applications from scratch. The project provides detailed instruction on the full graphics pipeline, including the compilation of shaders to SPIR-V bytecode, the configuration of rasterization states, and the implementation of 3D graphics pipelines. It also covers general-purpose GPU compute programming, focusing on the execution of par

    C++computer-graphicscppgraphics-programming
    View on GitHub↗3,675
  • c3lang/c3cc3lang avatar

    c3lang/c3c

    5,147View on GitHub↗

    c3c is the compiler for the C3 programming language, transforming source code into executable binaries, static libraries, or dynamic libraries using an LLVM backend. It implements a system based on result-based error handling, scoped memory pooling, and a semantic macro system. The compiler provides first-class support for hardware-backed SIMD vectors that map directly to processor instructions and enables runtime polymorphism through interface-based dynamic dispatch. The project covers a broad set of low-level capabilities, including manual and pooled memory management, inline assembly inte

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Compare all 30 related projects→

Frequently asked questions

What does embarkstudios/rust-gpu do?

Rust-GPU is a compiler and toolchain that translates Rust source code into SPIR-V bytecode for execution on graphics and compute hardware. It provides a development environment for writing parallel compute kernels and graphics shaders using a custom LLVM backend that maps high-level language constructs to GPU-compatible memory layouts and instructions.

What are the main features of embarkstudios/rust-gpu?

The main features of embarkstudios/rust-gpu are: SPIR-V Translators, Compute Shader Programming, Cross-Platform Shader Compilers, GPU Compute Toolchains, GPU Memory Layout Mappings, LLVM-Based Compilers, Multi-Target Compilers, GPU Intrinsics.

Which projects share features with embarkstudios/rust-gpu?

Projects with overlapping indexed features include: microsoft/directxshadercompiler — DirectXShaderCompiler is an HLSL shader compiler that transforms High-Level Shader Language source code into… shader-slang/slang — Slang is a shader compiler framework that combines a modular shading language with automatic differentiation,… c3lang/c3c — c3c is the compiler for the C3 programming language, transforming source code into executable binaries, static… overv/vulkantutorial — VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering… ispc/ispc — ISPC is a vectorizing compiler and SIMD parallel programming language that implements a single program multiple data… gfx-rs/wgpu — This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction…