Note: This project is still heavily in development and is at an early stage.
Compiling and running simple shaders works, and a significant portion of the core library also compiles.
However, many things aren't implemented yet. That means that while being technically usable, this project is not yet production-ready.
use glam::{Vec3, Vec4, vec2, vec3};
#[spirv(fragment)]
pub fn main(
#[spirv(frag_coord)] in_frag_coord: &Vec4,
#[spirv(push_constant)] constants: &ShaderConstants,
output: &mut Vec4,
) {
let frag_coord = vec2(in_frag_coord.x, in_frag_coord.y);
let mut uv = (frag_coord - 0.5 * vec2(constants.width as f32, constants.height as f32))
/ constants.height as f32;
uv.y = -uv.y;
let eye_pos = vec3(0.0, 0.0997, 0.2);
let sun_pos = vec3(0.0, 75.0, -1000.0);
let dir = get_ray_dir(uv, eye_pos, sun_pos);
// evaluate Preetham sky model
let color = sky(dir, sun_pos);
*output = tonemap(color).extend(1.0)
}
See source for full details.
Check out The rust-gpu
Dev Guide for information on how to get started with using it in your projects.
Experiment with rust-gpu shaders in-browser at SHADERed.
For questions and comments, we use GitHub discussions to keep conversations organized and searchable. This also makes it easy to escalate relevant topics to GitHub issues if needed. We do not have an official chat room.
Historically in games GPU programming has been done through writing either HLSL, or to a lesser extent GLSL and WGSL. These are simple programming languages that have evolved along with rendering APIs over the years. However, these languages have failed to provide mechanisms for dealing with large codebases, and have generally stayed behind the curve compared to other programming languages.
In part this is because it's a niche language for a niche market, and in part this has been because the industry as a whole has sunk quite a lot of time and effort into the status quo. While over-all better alternatives to both languages exist, none of them are in a place to replace HLSL or GLSL. Either because they are vendor locked, or because they don't support the traditional graphics pipeline. Examples of this include CUDA and OpenCL. And while attempts have been made to create language in this space, none of them have gained any notable traction.
Our hope with this project is that we push the industry forward by bringing an existing, low-level, safe, and high performance language to the GPU; namely Rust. And with it come some additional benefits that can't be overlooked: a package/module system that's one of the industry's best, built in safety against race-conditions or out of bounds memory access, a wide range of tools and utilities to improve programmer workflows, and many others!
This project was originally created and supported by the folks at Embark. We thank them for their foresight and contributions.
Embark wanted to streamline their internal development with a single great language, build an open source graphics ecosystem and community, facilitate code-sharing between GPU and CPU, and most importantly: to enable their (future) users, and fellow developers, to more rapidly build great looking and engaging experiences.
The scope of this overall project is quite broad, but is in multiple stages
rustc
compiler backend to generate SPIR-V, plugging in via-Z codegen-backend
.- This is the same mechanism that rustc_codegen_cranelift and rustc_codegen_gcc use.
- Currently only SPIR-V support is planned, Vulkan's open compiler target
- Possible a future version could support DXIL (the target for DirectX) or WGSL (the WebGPU shading language that's bijective with SPIR-V)
- Cargo and crates.io support to develop and publish SPIR-V crates
We use this repo as a monorepo for everything related to the project: crates, tools, shaders, examples, tests, and design documents. This way, we can use issues and PRs covering everything in the same place, cross-reference stuff within the repo, as well as with other GitHub repos such as rspirv and Rust itself.
Right now because the project is in an early state of development, we might introduce temporary changes as stop-gap measures, or implement features or APIs that might not work exactly in a way we end up liking. Therefore it is expected that some (if not most) of the user facing code will change and evolve over time. At the moment this means that we make no guarantees about backwards compatibility and have no formal deprecation model in place. Effectively meaning that currently we only support building from source with the latest main
branch in our repository. We appreciate our early adopters and would ask them to evolve their code along with ours.
There are a few different components to this repo:
- rfcs for in-depth discussion and specs.
- rustc_codegen_spirv for the compiler itself.
- spirv-std for GPU intrinsics, types, and other library items used by GPU crates.
- spirv-builder for a convenient way of building a GPU crate in a CPU build.rs file.
Historical and other related projects for compiling Rust code to GPUs.
- SPIR-V LLVM backend Compiles to OpenCL SPIR-V, which differs from Vulkan SPIR-V used by Rust GPU.
- 2016: glassful Compiles a subset of Rust to GLSL.
- 2017: inspirv-rust Experimental Rust to SPIR-V compiler.
- 2018: nvptx Rust to PTX compiler.
- 2020: accel GPGPU library for Rust.
- 2020: rlsl Predeccesor to rust_gpu, Rust to SPIR-V compiler.
- 2021: Rust CUDA Rust to PTX compiler, similar mechanism to rustc_codegen_spirv.
- 2024 Embark transitions maintenance of
rust-gpu
to the open source community.
We welcome community contributions to this project.
Please read our Contributor Guide for more information on how to get started.
Licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.