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CrossGL shader and compute translator

Project description




CrossTL - Universal Shader Translator

CrossTL is a shader and compute program translator built around CrossGL — an intermediate representation (IR) language that bridges graphics APIs, GPU-compute platforms, and systems-language targets.

Supported Translation Targets

CrossTL provides translation from CrossGL to:

  • Metal - Apple's graphics and compute API
  • DirectX (HLSL) - Microsoft's graphics API
  • OpenGL (GLSL) - Cross-platform graphics
  • WebGL (GLSL ES) - Browser graphics through WebGL 2.0 compatible GLSL ES
  • WebGPU (WGSL) - Browser and native WebGPU shader output
  • Vulkan (SPIRV) - High-performance graphics and compute
  • CUDA - NVIDIA parallel computing
  • HIP - AMD GPU computing
  • Rust - GPU-oriented Rust shader code
  • Mojo - Mojo shader/compute modules
  • Slang - Real-time shading language
  • CrossGL (.cgl) - The IR/interchange format itself

Native source import is available for the bidirectional backends listed in the support matrix. WebGL and WGSL are currently target-only outputs; .webgl.glsl, .wgsl, and .wesl inputs are rejected until dedicated source frontends land.

Backend Readiness: DirectX / Metal / OpenGL

We maintain first-class, bidirectional support for the three cornerstone graphics APIs. Each backend is implemented as both a source (parse/import) and codegen (export) target, so you can round‑trip between native shaders and CrossGL without lossy hops.

  • DirectX / HLSL
    • Pipeline coverage: vertex, fragment/pixel, compute, geometry, hull/domain (tessellation), mesh/task, full ray‑tracing stages.
    • Target profile aliases: dx11, dx12, d3d11, and d3d12 resolve to the HLSL emitter for Direct3D deployment planning; final DXBC/DXIL packaging remains a toolchain step.
    • Resource model: cbuffers, register/space bindings, UAV/RW textures & buffers, structured buffers, Interlocked atomics, wave ops, texture/buffer dimension queries.
    • Semantics map to SV_* and user semantics, preserved through CrossGL attributes.
  • Metal
    • Stages: vertex, fragment, compute, mesh/object, and ray‑tracing qualifiers.
    • Resource/binding support: argument buffers, [[buffer]], [[texture]], [[sampler]], function constants, packed/simd types, indirect command buffers, payload/hit attributes.
    • Texture methods (sample/load/store/gather/compare) and threadgroup builtins are translated to CrossGL intrinsics.
  • OpenGL / GLSL
    • Stages: vertex, fragment, compute with version inference (defaults to #version 450 core when absent).
    • Handles interface blocks, layouts/bindings, sampler & image operations, control flow, structs/arrays, discard, builtins (gl_*) and preprocessor directives.
  • Round‑trips verified via converters in crosstl.backend.{DirectX,Metal,GLSL} and registered in translator.source_registry and translator.codegen.registry.

How we validate backend parity

  • Targeted unit suites exercise the full feature surface for these three backends (shader stages, bindings, intrinsics, control‑flow, resources, and preprocessor handling).
  • Quick check: run pytest tests/test_backend/test_directx tests/test_backend/test_metal tests/test_backend/test_GLSL -q (currently 321 passing tests).
  • End‑to‑end translation: translate native HLSL/Metal/GLSL → CrossGL → HLSL/Metal/GLSL/Vulkan to ensure attributes, layouts, and semantics survive round‑trips.

Translation Architecture

CrossTL uses a multi-stage translation pipeline:

  1. Lexical Analysis: Tokenization
  2. Syntax Analysis: AST generation
  3. Semantic Analysis: Type checking and scope resolution
  4. IR Generation: Conversion to CrossGL intermediate representation
  5. Target Generation: Backend-specific code generation

CrossGL Programming Language Examples

PBR Shader Example

// Physically-based rendering shader
struct Material {
    albedo: vec3,
    metallic: float,
    roughness: float,
    normal_map: texture2d,
    displacement: texture2d
}

struct Lighting {
    position: vec3,
    color: vec3,
    intensity: float,
    attenuation: vec3
}

shader PBRShader {
    vertex {
        input vec3 position;
        input vec3 normal;
        input vec2 texCoord;
        input vec4 tangent;

        uniform mat4 modelMatrix;
        uniform mat4 viewMatrix;
        uniform mat4 projectionMatrix;

        output vec3 worldPos;
        output vec3 worldNormal;
        output vec2 uv;
        output mat3 TBN;

        void main() {
            vec4 worldPosition = modelMatrix * vec4(position, 1.0);
            worldPos = worldPosition.xyz;

            vec3 T = normalize(vec3(modelMatrix * vec4(tangent.xyz, 0.0)));
            vec3 N = normalize(vec3(modelMatrix * vec4(normal, 0.0)));
            vec3 B = cross(N, T) * tangent.w;
            TBN = mat3(T, B, N);

            worldNormal = N;
            uv = texCoord;

            gl_Position = projectionMatrix * viewMatrix * worldPosition;
        }
    }

    fragment {
        input vec3 worldPos;
        input vec3 worldNormal;
        input vec2 uv;
        input mat3 TBN;

        uniform Material material;
        uniform Lighting lights[8];
        uniform int lightCount;
        uniform vec3 cameraPos;

        output vec4 fragColor;

        vec3 calculatePBR(vec3 albedo, float metallic, float roughness,
                         vec3 normal, vec3 viewDir, vec3 lightDir, vec3 lightColor) {
            vec3 halfVector = normalize(viewDir + lightDir);
            float NdotV = max(dot(normal, viewDir), 0.0);
            float NdotL = max(dot(normal, lightDir), 0.0);
            float NdotH = max(dot(normal, halfVector), 0.0);
            float VdotH = max(dot(viewDir, halfVector), 0.0);

            vec3 F0 = mix(vec3(0.04), albedo, metallic);
            vec3 F = F0 + (1.0 - F0) * pow(1.0 - VdotH, 5.0);

            float alpha = roughness * roughness;
            float alpha2 = alpha * alpha;
            float denom = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
            float D = alpha2 / (3.14159 * denom * denom);

            float G = geometrySmith(NdotV, NdotL, roughness);

            vec3 numerator = D * G * F;
            float denominator = 4.0 * NdotV * NdotL + 0.001;
            vec3 specular = numerator / denominator;

            vec3 kS = F;
            vec3 kD = vec3(1.0) - kS;
            kD *= 1.0 - metallic;

            return (kD * albedo / 3.14159 + specular) * lightColor * NdotL;
        }

        void main() {
            vec3 normal = normalize(TBN * (texture(material.normal_map, uv).rgb * 2.0 - 1.0));
            vec3 viewDir = normalize(cameraPos - worldPos);

            vec3 color = vec3(0.0);

            for (int i = 0; i < lightCount; ++i) {
                vec3 lightDir = normalize(lights[i].position - worldPos);
                float distance = length(lights[i].position - worldPos);
                float attenuation = 1.0 / (lights[i].attenuation.x +
                                          lights[i].attenuation.y * distance +
                                          lights[i].attenuation.z * distance * distance);

                vec3 lightColor = lights[i].color * lights[i].intensity * attenuation;
                color += calculatePBR(material.albedo, material.metallic,
                                     material.roughness, normal, viewDir, lightDir, lightColor);
            }

            color += material.albedo * 0.03;

            color = color / (color + vec3(1.0));
            color = pow(color, vec3(1.0/2.2));

            fragColor = vec4(color, 1.0);
        }
    }
}

Backend Compatibility

All backends support the core CrossGL language (structs, arrays, functions, control flow, texture sampling, shader stages). Some advanced language features have partial backend coverage:

Feature Not yet supported in
Generic functions SPIR-V, CUDA, HIP, Mojo, Slang (pending monomorphization)
Geometry stage Metal, CUDA, HIP, Mojo, Rust (diagnostic fallback)
Tessellation stage OpenGL, Metal, CUDA, HIP, Mojo, Rust (diagnostic fallback)
Mesh/Task stage CUDA, HIP, Mojo, Rust, Slang (diagnostic fallback)

Translation calls targeting unsupported feature/backend combinations raise a clear error with a reason string.

Getting Started

Install CrossTL:

pip install crosstl

Basic Usage

1. Create a CrossGL shader

shader SimpleShader {
    vertex {
        input vec3 position;
        uniform mat4 modelViewProjection;
        output vec4 fragPosition;

        void main() {
            fragPosition = modelViewProjection * vec4(position, 1.0);
        }
    }

    fragment {
        input vec4 fragPosition;
        output vec4 fragColor;

        void main() {
            fragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    }
}

2. Translate to a target

import crosstl

# Translate to any supported backend
metal_code = crosstl.translate('shader.cgl', backend='metal', save_shader='shader.metal')
hlsl_code = crosstl.translate('shader.cgl', backend='directx', save_shader='shader.hlsl')
dx12_hlsl = crosstl.translate('shader.cgl', backend='dx12', save_shader='shader.hlsl')
glsl_code = crosstl.translate('shader.cgl', backend='opengl', save_shader='shader.glsl')

Project audit workflow

For repositories with many shader or GPU source files, start with a scan-only report before writing translated artifacts:

python -m crosstl scan /path/to/repo \
  --target metal \
  --output scan-report.json

python -m crosstl translate-project /path/to/repo \
  --target metal \
  --output-dir crosstl-out \
  --report crosstl-out/portability-report.json

python -m crosstl validate-project \
  crosstl-out/portability-report.json \
  --format text

python -m crosstl inspect-report \
  crosstl-out/portability-report.json \
  --format text

Project reports cover shader and kernel source translation, diagnostics, artifact provenance, optional toolchain checks, and manual migration actions for host/runtime integration. See the project porting guide. The repository also includes pinned open-source porting demos with checked artifacts and platform validator coverage in demos/open-source-porting.

Reverse Translation - Import Existing Code

# Import existing shaders into CrossGL
conversions = [
    ('existing_shader.hlsl', 'unified.cgl'),     # DirectX to CrossGL
    ('gpu_kernel.cu', 'unified.cgl'),            # CUDA to CrossGL
    ('graphics.metal', 'unified.cgl'),           # Metal to CrossGL
]

for source, target in conversions:
    unified_code = crosstl.translate(source, backend='cgl', save_shader=target)
    print(f"Unified {source} into CrossGL: {target}")

Deploying to All Backends

import crosstl
from pathlib import Path

program = 'universal_shader.cgl'

deployment_targets = {
    'metal': '.metal',
    'directx': '.hlsl',
    'dx12': '.hlsl',
    'opengl': '.glsl',
    'vulkan': '.spvasm',
    'rust': '.rs',
    'mojo': '.mojo',
    'cuda': '.cu',
    'hip': '.hip',
    'slang': '.slang',
}

stem = Path(program).stem
for backend, extension in deployment_targets.items():
    output_file = f'deployments/{stem}_{backend}{extension}'
    try:
        crosstl.translate(program, backend=backend, save_shader=output_file)
        print(f"{backend}: {output_file}")
    except Exception as e:
        print(f"{backend}: {str(e)}")

For comprehensive language documentation, visit our Language Reference.

Contributing

CrossGL is a community-driven project. Find out more in our Contributing Guide.

Community

License

CrossTL is open-source and licensed under the Apache License 2.0.


The CrossGL Team

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