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Add blog post for 0.10 release
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--- | ||
title: "Announcing Rust GPU 0.10" | ||
slug: rust-gpu-0.10 | ||
tags: ["announcement", "release"] | ||
draft: true | ||
--- | ||
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# Announcing Rust GPU 0.10 | ||
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The Rust GPU maintainers are happy to announce a new version of [Rust | ||
GPU](https://github.com/rust-gpu/rust-gpu), 0.10. Rust GPU makes it possible to write | ||
and run GPU software in Rust. | ||
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||
This release is our first as a [community-owned project](/blog/transition-announcement). | ||
One of our goals is to move releases to a more frequent and rapid pace—the last release | ||
was on July 25, 2023! | ||
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We're eager to add more users and contributors. To follow along or get involved, check out the [`rust-gpu` repo on GitHub](https://github.com/rust-gpu/rust-gpu). | ||
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<!-- truncate --> | ||
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## What's new in 0.10 | ||
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### Updated Rust requirement to a modern version | ||
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Rust GPU includes a compiler backend that compiles regular Rust code into | ||
[SPIR-V](https://www.khronos.org/spir/), a low-level format that [most GPUs | ||
understand](https://vulkan.gpuinfo.org/). Because of this deep integration with compiler | ||
internals, Rust GPU must use a very specific version of the Rust compiler. Rust GPU now | ||
supports `nightly-2024-11-22` (up from the ancient `nightly-2023-05-27`). This roughly | ||
corresponds to [Rust 1.83](https://blog.rust-lang.org/2024/11/28/Rust-1.83.0.html). | ||
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:::tip | ||
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Most real-world projects like [`krnl`](https://github.com/charles-r-earp/krnl) and | ||
[`renderling`](https://github.com/schell/renderling) compile their GPU code with Rust | ||
GPU's specific version of nightly while using stable Rust for the rest of their code. We | ||
are in the process of making this workflow much easier. | ||
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::: | ||
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Updating to a newer nightly version required heroic effort from | ||
[@eddyb](https://github.com/eddyb), as significant breaking changes to Rust's [internal | ||
allocation model](https://github.com/rust-lang/rust/pull/122053) and | ||
[`#[repr(simd)]`](https://github.com/rust-lang/rust/pull/129403) were introduced in | ||
`rustc`. [@eddyb](https://github.com/eddyb) was able to [vendor in parts of `rustc` and | ||
patch out others](https://github.com/Rust-GPU/rust-gpu/pull/170), unblocking the update | ||
and buying us time to [figure out the best way | ||
forward](https://github.com/Rust-GPU/rust-gpu/issues/182). | ||
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Rust GPU is an "out-of-tree" compiler backend. This enables fast iteration while we | ||
explore the problem space, but also makes us more susceptible to this sort of breakage. | ||
One of our long-term goals is to be a supported `rustc` backend. | ||
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### Mesh shader support | ||
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Rust GPU maintainer [@Firestar99](https://github.com/firestar99) and contributor | ||
[@BeastLe9enD](https://github.com/BeastLe9enD) added support for [mesh | ||
shaders](https://github.com/Rust-GPU/rust-gpu/pull/44). | ||
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||
[Mesh shaders](https://www.khronos.org/blog/mesh-shading-for-vulkan) are a modern GPU | ||
feature that replace traditional vertex and geometry shaders. They give GPU developers | ||
more control over the entire pipeline by letting them directly process batches of | ||
vertices and primitives in compute-like shaders. This allows for more efficient culling, | ||
level-of-detail calculations, and custom pipeline logic—all on the GPU. | ||
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An example of a Rust GPU mesh shader that outputs a triangle: | ||
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```rust | ||
use spirv_std::arch::set_mesh_outputs_ext; | ||
use spirv_std::glam::{UVec3, Vec4}; | ||
use spirv_std::spirv; | ||
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#[spirv(mesh_ext( | ||
threads(1), | ||
output_vertices = 3, | ||
output_primitives_ext = 1, | ||
output_triangles_ext | ||
))] | ||
pub fn main( | ||
#[spirv(position)] positions: &mut [Vec4; 3], | ||
#[spirv(primitive_triangle_indices_ext)] indices: &mut [UVec3; 1], | ||
) { | ||
unsafe { | ||
set_mesh_outputs_ext(3, 1); | ||
} | ||
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positions[0] = Vec4::new(-0.5, 0.5, 0.0, 1.0); | ||
positions[1] = Vec4::new(0.5, 0.5, 0.0, 1.0); | ||
positions[2] = Vec4::new(0.0, -0.5, 0.0, 1.0); | ||
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indices[0] = UVec3::new(0, 1, 2); | ||
} | ||
``` | ||
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An example of a Rust GPU task shader launching mesh shaders with a dispatch size of `[1, | ||
2, 3]`: | ||
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```rust | ||
use spirv_std::arch::emit_mesh_tasks_ext; | ||
use spirv_std::spirv; | ||
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#[spirv(task_ext(threads(1)))] | ||
pub fn main() { | ||
unsafe { | ||
emit_mesh_tasks_ext(1, 2, 3); | ||
} | ||
} | ||
``` | ||
|
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### Subgroup support | ||
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[@Firestar99](https://github.com/firestar99) also added support for subgroups via | ||
[subgroup intrinsics](https://github.com/Rust-GPU/rust-gpu/pull/14). | ||
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[Subgroups](https://www.khronos.org/blog/vulkan-subgroup-tutorial) allow a group of | ||
threads of [vendor-defined | ||
size](https://vulkan.gpuinfo.org/displaycoreproperty.php?name=subgroupSize&core=1.1) to | ||
share data and perform synchronized operations more efficiently. For example, using | ||
subgroup intrinsics you can: | ||
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- Perform reductions (e.g., sum, min, max) across threads in a subgroup. | ||
- Share intermediate results without relying on global memory, reducing latency. | ||
- Implement algorithms like prefix sums or parallel sorting more effectively. | ||
|
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### Added `TypedBuffer` | ||
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||
[@eddyb](https://github.com/eddyb) and [@Firestar99](https://github.com/firestar99) | ||
[introduced `TypedBuffer`](https://github.com/Rust-GPU/rust-gpu/pull/16), an explicit | ||
way to declare inputs and outputs as buffers. This enables declaring an "array of buffer | ||
descriptors containing something" as is common in | ||
[bindless](https://computergraphics.stackexchange.com/questions/10794/binding-vs-bindless). | ||
|
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Here is an example of using | ||
[`TypedBuffer`](https://rust-gpu.github.io/rust-gpu/api/spirv_std/struct.TypedBuffer.html) | ||
in a fragment shader: | ||
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||
```rust | ||
use glam::Vec4; | ||
use spirv_std::TypedBuffer; | ||
use spirv_std::spirv; | ||
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#[spirv(fragment)] | ||
pub fn main( | ||
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] single: &TypedBuffer<Vec4>, | ||
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] single_mut: &mut TypedBuffer<Vec4>, | ||
) { | ||
**single_mut = **single; | ||
} | ||
``` | ||
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### Read-only buffer support for `ByteAddressableBuffer` | ||
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||
Thanks to [@Firestar99](https://github.com/firestar99), | ||
[`ByteAddressableBuffer`](https://rust-gpu.github.io/rust-gpu/api/spirv_std/byte_addressable_buffer/struct.ByteAddressableBuffer.html) | ||
now supports [reading from read-only | ||
buffers](https://github.com/Rust-GPU/rust-gpu/pull/17). Previously the buffers needed to | ||
be read-write. Using read-only buffers can improve performance for immutable data. | ||
|
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### Dependency updates | ||
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||
We updated key GPU dependencies like [`glam`](https://github.com/bitshifter/glam-rs). | ||
One of the unique benefits of Rust on the GPU is that we use the exact `glam` crate from | ||
[crates.io](https://crates.io/crates/glam), so this was a simple `Cargo.toml` update. | ||
|
||
Additionally, examples now use the latest versions of CPU-side crates such as | ||
[`ash`](https://github.com/ash-rs/ash) and [`wgpu`](https://github.com/gfx-rs/wgpu). | ||
|
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## Other related changes | ||
|
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### SPIR-V atomics in `wgpu` | ||
|
||
Rust GPU maintainer [@schell](https://github.com/schell) added [SPIR-V atomic support to | ||
`wgpu`](https://github.com/gfx-rs/wgpu/issues/4489). This was part of his work on | ||
[`renderling`](https://github.com/schell/renderling), a project built with Rust GPU. The | ||
change enables Rust GPU programs to use atomics and integrate with CPU-side code managed | ||
by [`wgpu`](https://github.com/gfx-rs/wgpu). Funding came from a grant by | ||
[NLnet](https://nlnet.nl/). | ||
|
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### Rustlantis integration | ||
|
||
[@FractalFir](https://github.com/FractalFir) created | ||
[`rustc_codegen_clr`](https://github.com/FractalFir/rustc_codegen_clr), an experimental | ||
Rust compiler backend that converts Rust into .NET assemblies or C source files. He | ||
adapted [Rustlantis](https://github.com/cbeuw/rustlantis), a MIR fuzzer for generating | ||
complex test programs, to support his project. | ||
|
||
When Rust GPU maintainers asked if the changes could help Rust GPU, | ||
[`@FractalFir`](https://github.com/FractalFir) took the extra step of updating his | ||
Rustlantis fork to support it as well. This collaboration has already uncovered three | ||
issues in Rust GPU. We plan to continue investing in Rustlantis support to improve | ||
automated testing and actively hunt for bugs. | ||
|
||
### Updated Shadertoy shaders | ||
|
||
Rust GPU maintainer [@LegNeato](https://github.com/LegNeato) updated [previously ported | ||
Shadertoy shaders](https://github.com/Rust-GPU/rust-gpu-shadertoys) to work with the | ||
latest release. In doing so, he fixed several issues in [`wgpu` and | ||
`naga`](https://github.com/gfx-rs/wgpu). | ||
|
||
He wrote a [blog post about his experience](./2025-04-10-shadertoys) that was popular on | ||
[Reddit](https://www.reddit.com/r/rust/comments/1jw15ss/shadertoys_ported_to_rust_gpu/) | ||
and [Hacker News](https://news.ycombinator.com/item?id=43667693). | ||
|
||
### New website | ||
|
||
[@LegNeato](https://github.com/LegNeato) also created a [new website for the | ||
project](https://rust-gpu.github.io/) using [Docusaurus](https://docusaurus.io/). He | ||
created custom Docusaurus | ||
[plugins](https://github.com/Rust-GPU/rust-gpu.github.io/tree/main/src/plugins) and | ||
[components](https://github.com/Rust-GPU/rust-gpu.github.io/tree/main/src/components/Snippet) | ||
to better support the project's needs. Finally, he wrote a blog post about [optimizing a | ||
Rust GPU matmul kernel](/blog/optimizing-matmul) that was popular on | ||
[Reddit](https://www.reddit.com/r/rust/comments/1gzmchn/optimizing_a_rust_gpu_matmul_kernel/) | ||
and [Hacker News](https://news.ycombinator.com/item?id=42280697). | ||
|
||
## Community | ||
|
||
Thank you to the 16 community contributors, most of whom contributed for the first time: | ||
|
||
[`@BeastLe9enD`](https://github.com/BeastLe9enD), [beef | ||
(`@fee1-dead`)](https://github.com/fee1-dead), [Brice Videau | ||
(`@Kerilk`)](https://github.com/Kerilk) [Bruce Mitchener | ||
(`@waywardmonkeys`)](https://github.com/waywardmonkeys), | ||
[`@FractalFir`](https://github.com/FractalFir), | ||
[`@doomdagadiggiedahdah`](https://github.com/doomdagadiggiedahdah), [Fredrik Fornwall | ||
(`@fornwall`)](https://github.com/fornwall), [Gray Olson | ||
(`@fu5ha`)](https://github.com/fu5ha), [Jake Shadle | ||
(`@Jake-Shadle`)](https://github.com/Jake-Shadle), [Jörg Wollenschläger | ||
(`@jwollen`)](https://github.com/jwollen), [Julian Knodt | ||
(`@JulianKnodt`)](https://github.com/JulianKnodt), [Léo Gaspard | ||
(`@Ekleog`)](https://github.com/Ekleog), [Rowan Jones | ||
(`@ArrEssJay`)](https://github.com/ArrEssJay), [Marek Bernat | ||
(`@mbernat`)](https://github.com/mbernat), [Viktor Zoutman | ||
(`@VZout`)](https://github.com/VZout), [`@Zanciks`](https://github.com/zanciks) | ||
|
||
We're especially grateful that [`@Zanciks`](https://github.com/Zanciks) chose Rust GPU | ||
for their first ever open source contribution! | ||
|
||
## Maintainers | ||
|
||
As [previously announced](/blog/transition-announcement), Rust GPU has four active | ||
maintainers who contributed to this release (in alphabetical order): | ||
|
||
1. [Christian Legnitto (`@LegNeato`)](https://github.com/LegNeato) | ||
2. [Eduard-Mihai Burtescu (`@eddyb`)](https://github.com/eddyb) | ||
3. [`@Firestar99`](https://github.com/firestar99) | ||
4. [Schell Carl Scivally (`@schell`)](https://github.com/schell) | ||
|
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<br/> | ||
|
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We're always looking for active contributors to become new maintainers. [Join us](https://github.com/rust-gpu/rust-gpu) and make an impact! |
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