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Universal Programming Language & Translator

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CrossGL/crosstl

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CrossTL - Universal Programming Language & Translator

CrossTL is a revolutionary universal programming language translator built aroundCrossGL - a powerful intermediate representation (IR) language that serves as the bridge between diverse programming languages, platforms, and computing paradigms. More than just a translation tool, CrossGL represents a complete programming language designed for universal code portability and cross-platform development.

🌍 CrossGL: The Universal Programming Language

Beyond Shader Translation - A Complete Programming Ecosystem

CrossGL has evolved far beyond its origins as a shader language into a comprehensive programming language with full support for:

  • Advanced Control Flow: Complex conditionals, loops, switch statements, and pattern matching
  • Rich Data Structures: Arrays, structs, enums, and custom types
  • Memory Management: Buffer handling, pointer operations, and memory layout control
  • Function Systems: First-class functions, generics, and polymorphism
  • Compute Paradigms: Parallel processing, GPU computing, and heterogeneous execution
  • Modern Language Features: Type inference, pattern matching, and algebraic data types

🚀 Write Once, Deploy Everywhere

CrossGL enables you to write sophisticated programsonce and deploy across:

  • Graphics APIs: Metal, DirectX (HLSL), OpenGL (GLSL), Vulkan (SPIRV)
  • Systems Languages: Rust, Mojo
  • GPU Computing: CUDA, HIP
  • Specialized Domains: Slang (real-time graphics), compute shaders

🎯 Supported Translation Targets

CrossTL provides comprehensive bidirectional translation between CrossGL and major programming ecosystems:

Graphics & Compute APIs

  • Metal - Apple's unified graphics and compute API
  • DirectX (HLSL) - Microsoft's graphics framework
  • OpenGL (GLSL) - Cross-platform graphics standard
  • Vulkan (SPIRV) - High-performance graphics and compute

Systems Programming Languages

  • Rust - Memory-safe systems programming with GPU support
  • Mojo - AI-first systems language with Python compatibility

Parallel Computing Platforms

  • CUDA - NVIDIA's parallel computing platform
  • HIP - AMD's GPU computing interface

Specialized Languages

  • Slang - Real-time shading and compute language

Universal Intermediate Representation

  • CrossGL (.cgl) - Our universal programming language and IR

💡 Revolutionary Advantages

  1. 🔄 Universal Portability: Write complex algorithms once, run on any platform
  2. ⚡ Performance Preservation: Maintain optimization opportunities across translations
  3. 🧠 Simplified Development: Master one language instead of platform-specific variants
  4. 🔍 Advanced Debugging: Universal tooling for analysis and optimization
  5. 🔮 Future-Proof Architecture: Easily adapt to emerging programming paradigms
  6. 🌐 Bidirectional Translation: Migrate existing codebases to CrossGL or translate to any target
  7. 📈 Scalable Complexity: From simple shaders to complex distributed algorithms
  8. 🎯 Domain Flexibility: Graphics, AI, HPC, systems programming, and beyond

⚙️ Translation Architecture

CrossTL employs a sophisticated multi-stage translation pipeline:

  1. Lexical Analysis: Advanced tokenization with context-aware parsing
  2. Syntax Analysis: Robust AST generation with error recovery
  3. Semantic Analysis: Type checking, scope resolution, and semantic validation
  4. IR Generation: Conversion to CrossGL intermediate representation
  5. Optimization Passes: Platform-agnostic code optimization and analysis
  6. Target Generation: Backend-specific code generation with optimization
  7. Post-Processing: Platform-specific optimizations and formatting

🔄 Bidirectional Translation Capabilities

CrossGL supports seamless translation in both directions - import existing code from any supported language or export CrossGL to any target platform.

🌈 CrossGL Programming Language Examples

Complex Algorithm Implementation

// Advanced pattern matching and algebraic data typesenum Result<T, E> {Ok(T),Error(E)}structMatrix<T> {    data: T[],    rows:u32,    cols:u32}function matrixMultiply<T>(a: Matrix<T>, b: Matrix<T>) -> Result<Matrix<T>, String> {if (a.cols != b.rows) {returnResult::Error("Matrix dimensions incompatible");    }    let result = Matrix<T> {        data:new T[a.rows * b.cols],        rows: a.rows,        cols: b.cols    };    parallelfor i in0..a.rows {for j in0..b.cols {            let mut sum =T::default();for k in0..a.cols {                sum += a.data[i * a.cols + k] * b.data[k * b.cols + j];            }            result.data[i * result.cols + j] = sum;        }    }returnResult::Ok(result);}// GPU compute shader with advanced memory managementcompute spawn matrixCompute {    bufferfloat* matrix_A;    bufferfloat* matrix_B;    bufferfloat* result;    localfloat shared_memory[256];voidmain() {        let idx =workgroup_id() *workgroup_size() +local_id();// Complex parallel reduction with shared memory        shared_memory[local_id()] = matrix_A[idx] * matrix_B[idx];workgroup_barrier();// Tree reductionfor stride in [128,64,32,16,8,4,2,1] {if (local_id() < stride) {                shared_memory[local_id()] += shared_memory[local_id() + stride];            }workgroup_barrier();        }if (local_id() ==0) {            result[workgroup_id()] = shared_memory[0];        }    }}

Advanced Graphics Pipeline

// Physically-based rendering with advanced material systemstructMaterial {    albedo: vec3,    metallic:float,    roughness:float,    normal_map: texture2d,    displacement: texture2d}structLighting {    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;voidmain() {            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;        }    }// Advanced fragment shader with PBR lighting    fragment {        input vec3 worldPos;        input vec3 worldNormal;        input vec2 uv;        input mat3 TBN;        uniform Material material;        uniform Lighting lights[8];        uniformint lightCount;        uniform vec3 cameraPos;        output vec4 fragColor;        vec3calculatePBR(vec3 albedo,float metallic,float roughness,                         vec3 normal, vec3 viewDir, vec3 lightDir, vec3 lightColor) {// Advanced PBR calculation with microfacet model            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);// Fresnel term            vec3 F0 =mix(vec3(0.04), albedo, metallic);            vec3 F = F0 + (1.0 - F0) *pow(1.0 - VdotH,5.0);// Distribution term (GGX)float alpha = roughness * roughness;float alpha2 = alpha * alpha;float denom = NdotH * NdotH * (alpha2 -1.0) +1.0;float D = alpha2 / (3.14159 * denom * denom);// Geometry termfloat G =geometrySmith(NdotV, NdotL, roughness);            vec3 numerator = D * G * F;float denominator =4.0 * NdotV * NdotL +0.001;            vec3 specular = numerator / denominator;            vec3kS = F;            vec3kD =vec3(1.0) -kS;kD *=1.0 - metallic;return (kD * albedo /3.14159 + specular) * lightColor * NdotL;        }voidmain() {            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);            }// Add ambient lighting            color += material.albedo *0.03;// Tone mapping and gamma correction            color = color / (color +vec3(1.0));            color =pow(color,vec3(1.0/2.2));            fragColor =vec4(color,1.0);        }    }}

Getting Started

Install CrossTL's universal translator:

pip install crosstl

Basic Usage

1. Create CrossGL Program

// algorithm.cgl - Universal algorithm implementationfunction quicksort<T>(arr: T[], low:i32, high:i32) ->void {if (low < high) {        let pivot =partition(arr, low, high);quicksort(arr, low, pivot -1);quicksort(arr, pivot +1, high);    }}function partition<T>(arr: T[], low:i32, high:i32) ->i32 {    let pivot = arr[high];    let i = low -1;for j in low..high {if (arr[j] <= pivot) {            i++;swap(arr[i], arr[j]);        }    }swap(arr[i +1], arr[high]);return i +1;}compute parallel_sort {    bufferfloat* data;    uniformint size;voidmain() {        let idx =global_id();if (idx < size) {// Parallel bitonic sort implementationbitonicSort(data, size, idx);        }    }}

2. Universal Translation

importcrosstl# Translate to any target language/platformrust_code=crosstl.translate('algorithm.cgl',backend='rust',save_shader='algorithm.rs')cuda_code=crosstl.translate('algorithm.cgl',backend='cuda',save_shader='algorithm.cu')metal_code=crosstl.translate('algorithm.cgl',backend='metal',save_shader='algorithm.metal')mojo_code=crosstl.translate('algorithm.cgl',backend='mojo',save_shader='algorithm.mojo')

Advanced Translation Examples

Cross-Platform AI Kernels

importcrosstl# Translate neural network kernels across AI platformsai_kernel="""compute neuralNetwork {    buffer float* weights;    buffer float* inputs;    buffer float* outputs;    buffer float* biases;    uniform int input_size;    uniform int output_size;    void main() {        let neuron_id = global_id();        if (neuron_id >= output_size) return;        float sum = 0.0;        for i in 0..input_size {            sum += weights[neuron_id * input_size + i] * inputs[i];        }        outputs[neuron_id] = relu(sum + biases[neuron_id]);    }}"""# Deploy across AI hardware platformscuda_ai=crosstl.translate(ai_kernel,backend='cuda')# NVIDIA GPUship_ai=crosstl.translate(ai_kernel,backend='hip')# AMD GPUsmetal_ai=crosstl.translate(ai_kernel,backend='metal')# Apple Siliconmojo_ai=crosstl.translate(ai_kernel,backend='mojo')# Mojo AI runtime

Systems Programming Translation

# Translate systems-level code across platformssystems_code="""struct MemoryPool {    buffer u8* memory;    size_t capacity;    size_t used;    mutex lock;}function allocate(pool: MemoryPool*, size: size_t) -> void* {    lock_guard guard(pool.lock);    if (pool.used + size > pool.capacity) {        return null;    }    void* ptr = pool.memory + pool.used;    pool.used += size;    return ptr;}"""rust_systems=crosstl.translate(systems_code,backend='rust')# Memory-safe systems codecpp_systems=crosstl.translate(systems_code,backend='cpp')# High-performance C++c_systems=crosstl.translate(systems_code,backend='c')# Portable C code

Reverse Translation - Import Existing Code

# Import and unify existing codebasesconversions= [    ('existing_shader.hlsl','unified.cgl'),# DirectX to CrossGL    ('gpu_kernel.cu','unified.cgl'),# CUDA to CrossGL    ('graphics.metal','unified.cgl'),# Metal to CrossGL    ('algorithm.rs','unified.cgl'),# Rust to CrossGL    ('compute.mojo','unified.cgl'),# Mojo to CrossGL]forsource,targetinconversions:unified_code=crosstl.translate(source,backend='cgl',save_shader=target)print(f"✅ Unified{source} into CrossGL:{target}")

Comprehensive Platform Deployment

importcrosstl# One CrossGL program, unlimited platformsprogram='universal_algorithm.cgl'# Deploy across all supported platformsdeployment_targets= {# Graphics APIs'metal':'.metal',# Apple ecosystems'directx':'.hlsl',# Windows/Xbox'opengl':'.glsl',# Cross-platform'vulkan':'.spirv',# High-performance# Systems languages'rust':'.rs',# Memory safety'mojo':'.mojo',# AI-optimized'cpp':'.cpp',# Performance'c':'.c',# Portability# Parallel computing'cuda':'.cu',# NVIDIA'hip':'.hip',# AMD'opencl':'.cl',# Cross-vendor# Specialized'slang':'.slang',# Real-time graphics'wgsl':'.wgsl',# Web platforms}forbackend,extensionindeployment_targets.items():output_file=f'deployments/{program.stem}_{backend}{extension}'try:code=crosstl.translate(program,backend=backend,save_shader=output_file)print(f"✅{backend.upper()}:{output_file}")exceptExceptionase:print(f"⚠️{backend.upper()}:{str(e)}")print(f"\n🚀 Universal deployment complete!")print(f"📁 Check deployments/ directory for platform-specific implementations")

Language Features Deep Dive

CrossGL provides comprehensive programming language features:

Type System

  • Strong static typing with type inference
  • Generic programming with type parameters
  • Algebraic data types (enums with associated data)
  • Trait/interface system for polymorphism
  • Memory layout control for performance

Control Flow

  • Pattern matching for complex conditional logic
  • Advanced loops (for, while, loop with break/continue)
  • Exception handling with Result types
  • Async/await for concurrent programming

Memory Management

  • Explicit lifetime management when needed
  • Buffer abstractions for GPU programming
  • Pointer safety with compile-time checks
  • Reference semantics for efficient data sharing

Parallelism

  • Compute shaders for GPU programming
  • Parallel loops for CPU vectorization
  • Workgroup operations for GPU synchronization
  • Memory barriers for consistency

For comprehensive language documentation, visit ourLanguage Reference.

Contributing

CrossGL is a community-driven project. Whether you're contributing language features, backend implementations, optimizations, or documentation, your contributions shape the future of universal programming! 🌟

Find out more in ourContributing Guide

Community

Join the universal programming revolution

  • Twitter - Latest updates and announcements
  • LinkedIn - Professional community
  • Discord - Real-time discussions and support
  • YouTube - Tutorials and deep dives

Shape the future of programming languages!

License

CrossTL is open-source and licensed under theApache License 2.0.


CrossGL: One Language, Infinite Possibilities 🌍

Building the universal foundation for the next generation of programming

The CrossGL Team


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