Scope: current community-owned Rust GPU mainline (rust-gpu), compiled to SPIR-V.
Audience: people writing real shaders and build pipelines, not just toy examples.
Goal: one clear reference for the parts you actually need: setup, crate structure, build flow, attributes, data layout, resources, images, advanced stages, debugging, testing, and the gotchas that matter on the current community version.
Read this first
Rust GPU is still a moving target. Treat it like a pinned toolchain snapshot, not a casually upgradable library stack.
- Keep all Rust-GPU crates on the exact same version/revision.
