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EmbarkStudios/rust-gpu

🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧 observed · 2026-08-28

github.com/EmbarkStudios/rust-gpu · homepage · Rust · Apache-2.0 (permissive) · archived observed · 2026-08-28

Health v2 · maintenance only

10/100

  • Activity 49
  • Release rhythm 8
  • Longevity 100

Flags: archived

How is this computed?

round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-02. Adoption (stars, forks) is never an input.

  • gap_med: n/a
  • age_days: 2231
  • days_rel: n/a
  • days_push: 306
  • n_releases_24m: 0

Full methodology

Adoption not part of the score

7568 stars · 247 forks observed · 2026-08-28

What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-29, confidence not recorded

rust-gpu is a compiler toolchain that makes Rust a first-class language for writing GPU graphics and compute shaders, compiling Rust code to SPIR-V through a custom rustc codegen backend. Originally created by Embark Studios, the project has moved to the community-owned Rust-GPU organization, with this original repository archived as read-only.

Use cases

  • write GPU shaders in Rust instead of HLSL or GLSL
  • compile Rust code to SPIR-V for Vulkan graphics and compute pipelines
  • get memory safety and race-condition protection in shader code
  • share types and logic between CPU and GPU code in one language
  • use a modern package/module ecosystem for large shader codebases
  • replace vendor-locked options like CUDA for GPU programming

When to choose

  • You are building a Rust game engine or renderer and want shaders in the same language as your engine
  • You want compile-time safety checks (bounds, races) that HLSL/GLSL do not provide
  • You target Vulkan/SPIR-V and want to share crates and types between CPU and GPU
  • You want to experiment with the future of shader authoring and can track a fast-moving toolchain

When to avoid

  • You need stable, guaranteed APIs - the project explicitly makes no backwards-compatibility promises and expects user-facing code to change
  • You primarily target DirectX or Metal directly rather than Vulkan/SPIR-V
  • You need mature debugging, profiling, and ecosystem parity with established HLSL/GLSL workflows for shipping production titles
  • You require long-term maintenance of a pinned toolchain, since only building from the latest main branch is supported

Facets

library · maturity active

compiler gpu-computing graphics programming-language graphics compilers programming-languages gpu-computing rust cross-platform windows spirv vulkan shaders compute-shaders rustc-codegen-backend gamedev hlsl-alternative glsl-alternative game-development gpu linux macos

2 sources

Member repositories

RepositoryRoleHealth v2
EmbarkStudios/rust-gpumain10

For agents

markdown · JSON · MCP: product_card(name="EmbarkStudios/rust-gpu")

Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem