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It would really help people get started if we had docker images with the appropriate setup (vulkan tools, correct rust version, etc) already ready to go to. This will lower the bar for contributors and users and make it easier to use with GPU clouds. We can look at rust-cuda's to get an idea.
I was able to create a proper Docker image and successfully compile Rust-GPU within it.
However, running WGPU shaders on the host presents several challenges: while compute shaders and CPU-based shaders work fine, GPU shaders fail due to Wayland display limitations — running them inside Docker isn’t feasible because of this.
Additionally, while running binaries from host, there is a potential for glibc compatibility issues on the host, as shaders are compiled against the specific Ubuntu version used in the Docker image.
The repeated error Shader compiling failed: could not notify for changes: No path was found arises from the file watcher mechanism and is related to path resolution, not the shader compilation itself.
Given these constraints, a better approach would be to use Nix,
I can open a draft pr of my work or else would love to switch to Nix @LegNeato
Oh this is a bit of an older issue. To be honest, I'm not sure how useful docker images are gonna be. In the mean time, we've made cargo-gpu to take care of toolchain installation, building the codegen backend and building the shaders with the codegen backend.
About nix: Take note of #463 proposing to use nix flakes instead of the current nix-shell. And Graphite have a custom nix setup to build rust-gpu, which we may bring to cargo-gpu at some point. Adding an env var that overwrites codegen backend building with "just use that path and don't worry about it" would probably be sufficient for nix support.
@Firestar99 cargo-gpu works fine , I wrote some shaders for fractals SelfSimilar and they are getting rendered properly. Also is there any good place to see what are the progress of the Rust-GPU, like i truly want to contribute, but finding difficulty to find where to start from. I went through the code-base which is very nicely structured and contains lots of TODOs. But not able to figure out whether I should touch them or the author has kept it for future. It will be very good of you if you give me a good point to start, or assign a issue (whatever works)
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SWASTIC-7 commentedon Feb 1, 2026
I worked on the issue and here’s what I’ve found:
I was able to create a proper Docker image and successfully compile Rust-GPU within it.
However, running WGPU shaders on the host presents several challenges: while compute shaders and CPU-based shaders work fine, GPU shaders fail due to Wayland display limitations — running them inside Docker isn’t feasible because of this.
Additionally, while running binaries from host, there is a potential for glibc compatibility issues on the host, as shaders are compiled against the specific Ubuntu version used in the Docker image.
The repeated error
Shader compiling failed: could not notify for changes: No path was foundarises from the file watcher mechanism and is related to path resolution, not the shader compilation itself.Given these constraints, a better approach would be to use Nix,
I can open a draft pr of my work or else would love to switch to Nix
@LegNeato
Firestar99 commentedon Feb 2, 2026
Oh this is a bit of an older issue. To be honest, I'm not sure how useful docker images are gonna be. In the mean time, we've made cargo-gpu to take care of toolchain installation, building the codegen backend and building the shaders with the codegen backend.
About nix: Take note of #463 proposing to use nix flakes instead of the current
nix-shell. And Graphite have a custom nix setup to build rust-gpu, which we may bring to cargo-gpu at some point. Adding an env var that overwrites codegen backend building with "just use that path and don't worry about it" would probably be sufficient for nix support.SWASTIC-7 commentedon Mar 16, 2026
@Firestar99 cargo-gpu works fine , I wrote some shaders for fractals SelfSimilar and they are getting rendered properly. Also is there any good place to see what are the progress of the Rust-GPU, like i truly want to contribute, but finding difficulty to find where to start from. I went through the code-base which is very nicely structured and contains lots of TODOs. But not able to figure out whether I should touch them or the author has kept it for future. It will be very good of you if you give me a good point to start, or assign a issue (whatever works)