LuisaCompute
Write GPU kernels in C++ and run them anywhere
All Skills in This Repository (24)
Pure Emerald Level Indicatorsast
Construct raw kernel and callable ASTs with FunctionBuilder in C++.
xmake
Automate cross-platform project configuration and builds with XMake.
lc_vstl
Documents vstd container APIs including HashMap, pools, queues, and smart pointers for LuisaCompute.
lc_core
Reference LuisaCompute core library APIs for types, math, logging, fibers, and STL containers.
yyjson
Parse, create, and modify JSON documents in C using the yyjson library.
lc_ast
Documents AST usage marking and CallOp propagation rules in LuisaCompute.
cmake
Configure and build LuisaCompute with CMake options, custom functions, and backend patterns.
spirv_codegen
Lowers XIR kernels to validated SPIR-V 1.5 for the Vulkan backend.
lsp
Provides clangd-powered C++ syntax checks and symbol navigation over an HTTP bridge.
lc_dsl
Write LuisaCompute DSL kernels, callables, structs, and GPU dispatch code in C++.
backend_architecture
Documents LuisaCompute backend plugin architecture, DeviceInterface API, and command encoding patterns.
glslang
Constructs SPIR-V modules programmatically using the glslang SpvBuilder API.
Frequently Asked Questions
FAQPage SchemaHow to install LuisaCompute?โผ
Run `npx skills add LuisaGroup/LuisaCompute --all -g -y` in your terminal to install all skills in this suite globally.
What is LuisaCompute used for?โผ
It is a cross-platform GPU computing framework that lets you write kernels once in C++ or Python and run them on CUDA, DirectX, Metal, Vulkan, or CPU backends.
Do I need to learn a separate shader language?โผ
No. Kernels are written directly in modern C++ using an embedded DSL, or in Python, and the framework compiles them to native GPU code automatically.
Can AI agents help me develop with LuisaCompute?โผ
Yes. The included skills teach your AI agent the DSL syntax, runtime API, build systems, testing patterns, and debugging workflows for this framework.
Does LuisaCompute support ray tracing?โผ
Yes. It provides hardware-accelerated ray tracing through acceleration structures, ray queries, and mesh or curve primitives on supported backends.
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