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.