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No More Shading Languages: Compiling C++ to Vulkan Shaders

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H. Devillers, M. Kurtenacker, R. Membarth, S. Lemme, M. Kenzel, Ö. Yazici, P. Slusallek

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No More Shading Languages: Compiling C++ to Vulkan Shaders presents a High-Performance Graphics 2025 paper by H. Devillers, M. Kurtenacker, R. Membarth, S. Lemme, M. Kenzel, O. Yazici, and P. Slusallek from Saarland University, THI, and DFKI.

It argues that traditional shading languages omit pointers, recursion, and rich function calls that modern GPUs can support, and proposes shading as an embedded DSL over C++. The authors describe the Vcc compiler that lowers C and C++ to Vulkan-compatible SPIR-V, plus a small shading library with intrinsics and annotations. Evaluation includes benchmarks and a real-time path tracer compared with CUDA.

The audience is advanced graphics systems researchers and engine programmers who understand SPIR-V, Vulkan shaders, and GPU compute language tradeoffs. Experience with GLSL or HLSL limitations is helpful.

The linked resource is the open-access Eurographics diglib PDF of the proceedings paper. Compiler details appear in the paper body rather than as a separate product page.

It is useful when evaluating whether C++-based shading can unify compute expressivity with Vulkan graphics pipelines. Link last verified accessible on 2026-09-29. Link last verified accessible on 2026-09-28.