EmbarkStudios/rust-gpu
🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧 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
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
- readme: https://github.com/EmbarkStudios/rust-gpu · fetched 2026-08-28 · 23c065be8b45
- homepage: https://shader.rs · fetched 2026-08-29 · 90ea8b588472
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| EmbarkStudios/rust-gpu | main | 10 |
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