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.
Institutions
- Suzuki (Japan) (JP)
- German Research Centre for Artificial Intelligence (DE)
- Graz University of Technology (AT)
- Saarland University (DE)
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