No More Shading Languages: Compiling C++ to Vulkan Shaders

Graphics APIs have traditionally relied on shading languages, however, these languages have a number of fundamental defects and limitations. By contrast, GPU compute platforms offer powerful, feature-rich languages suitable for heterogeneous compute. We propose reframing shading languages as embedded domain-specific languages, layered on top of a more general language like C++, doing away with traditional limitations on pointers, functions, and recursion, to the benefit of programmability. This represents a significant compilation challenge because the limitations of shaders are reflected in their lower-level representations. We present the Vcc compiler, which allows conventional C and C++ code to run as Vulkan shaders. Our compiler is complemented by a simple shading library and exposes GPU particulars as intrinsics and annotations. We evaluate the performance of our compiler using a selection of benchmarks, including a real-time path tracer, achieving competitive performance compared to their native CUDA counterparts.

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Publication Details

Journal
Eurographics
Published
2025-01-01
DOI
https://doi.org/10.2312/hpg.20251167
Primary Topic
Parallel Computing and Optimization Techniques
Type
article
Field-Weighted Citation Impact
0.00
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article

No More Shading Languages: Compiling C++ to Vulkan Shaders

Eurographics
Parallel Computing and Optimization Techniques
article

No More Shading Languages: Compiling C++ to Vulkan Shaders

article en

Abstract

Graphics APIs have traditionally relied on shading languages, however, these languages have a number of fundamental defects and limitations. By contrast, GPU compute platforms offer powerful, feature-rich languages suitable for heterogeneous compute. We propose reframing shading languages as embedded domain-specific languages, layered on top of a more general language like C++, doing away with traditional limitations on pointers, functions, and recursion, to the benefit of programmability. This represents a significant compilation challenge because the limitations of shaders are reflected in their lower-level representations. We present the Vcc compiler, which allows conventional C and C++ code to run as Vulkan shaders. Our compiler is complemented by a simple shading library and exposes GPU particulars as intrinsics and annotations. We evaluate the performance of our compiler using a selection of benchmarks, including a real-time path tracer, achieving competitive performance compared to their native CUDA counterparts.

Eurographics
Suzuki (Japan) (JP), German Research Centre for Artificial Intelligence (DE), Graz University of Technology (AT), Saarland University (DE)
Openalex Percentile: Top 54%
Parallel Computing and Optimization Techniques
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