crosstl README

The project's README from github.com/CrossGL/crosstl. As one markdown file: README.md.




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:

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.

How we validate backend parity

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

The README demo uses the same current CrossGL source file as the showcase notebook: demos/readme/showcase_pbr.cgl and demos/readme/demo.ipynb. The shader demonstrates a real PBR-style material path: tangent-space normal mapping, GGX normal distribution, Smith geometry, Schlick Fresnel, multiple point lights, texture sampling, tone mapping, and gamma correction.

It uses the current struct-return stage style so backends such as Metal can emit proper stage input/output structs and vertex/fragment entry points.

shader ShowcasePBRShader {
    const float PI = 3.14159265359;
    const float EPSILON = 0.0001;
    const int MAX_LIGHTS = 4;

    struct VertexInput {
        vec3 position;
        vec3 normal;
        vec3 tangent;
        vec2 texCoord;
    }

    struct VertexOutput {
        vec3 worldPosition;
        vec3 worldNormal;
        vec3 worldTangent;
        vec3 worldBitangent;
        vec2 uv;
        vec4 position;
    }

    struct FragmentInput {
        vec3 worldPosition;
        vec3 worldNormal;
        vec3 worldTangent;
        vec3 worldBitangent;
        vec2 uv;
    }

    struct FragmentOutput {
        vec4 color;
    }

    float distributionGGX(vec3 normal, vec3 halfVector, float roughness) {
        float alpha = roughness * roughness;
        float alpha2 = alpha * alpha;
        float ndoth = max(dot(normal, halfVector), 0.0);
        float denom = ndoth * ndoth * (alpha2 - 1.0) + 1.0;
        return alpha2 / max(PI * denom * denom, EPSILON);
    }

    float geometrySchlickGGX(float ndotv, float roughness) {
        float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
        return ndotv / max(ndotv * (1.0 - k) + k, EPSILON);
    }

    float geometrySmith(vec3 normal, vec3 viewDir, vec3 lightDir, float roughness) {
        float ndotv = max(dot(normal, viewDir), 0.0);
        float ndotl = max(dot(normal, lightDir), 0.0);
        return geometrySchlickGGX(ndotv, roughness) * geometrySchlickGGX(ndotl, roughness);
    }

    vec3 fresnelSchlick(float cosTheta, vec3 baseReflectance) {
        return baseReflectance + (vec3(1.0) - baseReflectance) * pow(max(1.0 - cosTheta, 0.0), 5.0);
    }

    vertex {
        uniform mat4 modelMatrix;
        uniform mat4 viewProjectionMatrix;
        uniform mat3 normalMatrix;

        VertexOutput main(VertexInput input) {
            VertexOutput output;
            vec4 worldPosition = modelMatrix * vec4(input.position, 1.0);
            output.worldPosition = worldPosition.xyz;
            output.worldNormal = normalize(normalMatrix * input.normal);
            output.worldTangent = normalize(normalMatrix * input.tangent);
            output.worldBitangent = normalize(cross(output.worldNormal, output.worldTangent));
            output.uv = input.texCoord;
            output.position = viewProjectionMatrix * worldPosition;
            return output;
        }
    }

    fragment {
        uniform sampler2D albedoMap;
        uniform sampler2D normalMap;
        uniform sampler2D metallicRoughnessMap;
        uniform vec3 cameraPosition;
        uniform vec3 lightPositions[MAX_LIGHTS];
        uniform vec3 lightColors[MAX_LIGHTS];
        uniform int activeLightCount;
        uniform vec3 baseColor;
        uniform float metallicFactor;
        uniform float roughnessFactor;

        vec3 decodeNormal(vec3 encodedNormal, mat3 tangentFrame) {
            vec3 tangentNormal = encodedNormal * 2.0 - 1.0;
            return normalize(tangentFrame * tangentNormal);
        }

        FragmentOutput main(FragmentInput input) {
            FragmentOutput output;
            mat3 tangentFrame = mat3(
                normalize(input.worldTangent),
                normalize(input.worldBitangent),
                normalize(input.worldNormal)
            );
            vec3 normal = decodeNormal(texture(normalMap, input.uv).rgb, tangentFrame);
            vec3 viewDir = normalize(cameraPosition - input.worldPosition);
            vec3 albedo = texture(albedoMap, input.uv).rgb * baseColor;
            vec3 materialSample = texture(metallicRoughnessMap, input.uv).rgb;
            float metallic = clamp(materialSample.b * metallicFactor, 0.0, 1.0);
            float roughness = clamp(materialSample.g * roughnessFactor, 0.04, 1.0);
            vec3 baseReflectance = mix(vec3(0.04), albedo, metallic);
            vec3 radianceSum = vec3(0.0);

            for (int i = 0; i < MAX_LIGHTS; i++) {
                if (i >= activeLightCount) {
                    break;
                }
                vec3 lightVector = lightPositions[i] - input.worldPosition;
                float distanceSq = max(dot(lightVector, lightVector), EPSILON);
                vec3 lightDir = normalize(lightVector);
                vec3 halfVector = normalize(viewDir + lightDir);
                float attenuation = 1.0 / distanceSq;
                vec3 radiance = lightColors[i] * attenuation;

                float normalDistribution = distributionGGX(normal, halfVector, roughness);
                float geometry = geometrySmith(normal, viewDir, lightDir, roughness);
                vec3 fresnel = fresnelSchlick(max(dot(halfVector, viewDir), 0.0), baseReflectance);
                vec3 diffuseShare = (vec3(1.0) - fresnel) * (1.0 - metallic);
                vec3 numerator = normalDistribution * geometry * fresnel;
                float denominator = max(4.0 * max(dot(normal, viewDir), 0.0) * max(dot(normal, lightDir), 0.0), EPSILON);
                vec3 specular = numerator / denominator;
                float ndotl = max(dot(normal, lightDir), 0.0);
                radianceSum += (diffuseShare * albedo / PI + specular) * radiance * ndotl;
            }

            vec3 ambient = albedo * 0.03;
            vec3 color = ambient + radianceSum;
            color = color / (color + vec3(1.0));
            color = pow(color, vec3(1.0 / 2.2));
            output.color = vec4(color, 1.0);
            return output;
        }
    }
}

Run the showcase notebook or translate the source directly:

python -m crosstl translate demos/readme/showcase_pbr.cgl --backend metal --output -
python -m crosstl translate demos/readme/showcase_pbr.cgl --backend directx --output -
python -m crosstl translate demos/readme/showcase_pbr.cgl --backend opengl --output -

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 {
    struct VertexInput {
        vec3 position;
        vec2 texCoord;
    }

    struct VertexOutput {
        vec2 uv;
        vec4 position;
    }

    struct FragmentInput {
        vec2 uv;
    }

    struct FragmentOutput {
        vec4 color;
    }

    vertex {
        VertexOutput main(VertexInput input) {
            VertexOutput output;
            output.uv = input.texCoord;
            output.position = vec4(input.position, 1.0);
            return output;
        }
    }

    fragment {
        FragmentOutput main(FragmentInput input) {
            FragmentOutput output;
            output.color = vec4(input.uv, 0.5, 1.0);
            return output;
        }
    }
}

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

crosstl (CrossGL/crosstl)

graphics-programming
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1.1K ·GitHub
What is this?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.
Is this a Python library or a standalone compiler tool?CrossTL is a Python library you import to parse native shaders or CrossGL (.cgl) source and generate code for Metal, HLSL, GLSL, WGSL, SPIR-V, CUDA, HIP, Rust, Mojo, and Slang targets.
How do I translate a shader with CrossTL?Install CrossTL, write or import a CrossGL (.cgl) shader file, then call the translator to generate code for a chosen backend target.
Do I need anything besides Python to use CrossTL?CrossTL is a Python package with no API keys required, though final GPU deployment such as DXBC/DXIL packaging still needs the vendor's native toolchain.
Does every backend support the full CrossGL language?No — advanced features like generic functions and the geometry, tessellation, and mesh/task stages only have partial coverage outside DirectX, Metal, and OpenGL, and unsupported combinations raise a clear error.
Can I import existing WebGL or WebGPU shaders into CrossGL?Not yet — WebGL and WGSL are currently target-only outputs, and .webgl.glsl, .wgsl, and .wesl source files are rejected until dedicated source frontends are added.
Which backends have full bidirectional (import and export) support?DirectX/HLSL, Metal, and OpenGL/GLSL are the first-class bidirectional backends — each can both parse native shader source into CrossGL and generate code back out, verified by round-trip tests (321 passing).
What is CrossGL?CrossGL is the intermediate representation (IR) language at the core of CrossTL: shaders are either parsed into it from native source or written directly as CrossGL (.cgl) files, then compiled out to any supported backend.
What does the project audit workflow do?For codebases with many shader or GPU source files, CrossTL can run a scan-only report covering translation diagnostics, artifact provenance, and manual migration notes before writing any translated files.
What stages does the translation pipeline go through?It runs lexical analysis (tokenization), syntax analysis (AST generation), semantic analysis (type/scope checking), IR generation into CrossGL, and finally backend-specific code generation.
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