Seitz, Kerry A.Foley, TheresaPorumbescu, Serban D.Owens, John D.Josef SpjutMarc StammingerVictor Zordan2023-01-232023-01-2320222577-6193https://doi.org/10.1145/3543866https://diglib.eg.org:443/handle/10.1145/3543866Modern unified programming models (such as CUDA and SYCL) that combine host (CPU) code and GPU code into the same programming language, same file, and same lexical scope lack adequate support for GPU code specialization, which is a key optimization in real-time graphics. Furthermore, current methods used to implement specialization do not translate to a unified environment. In this paper, we create a unified shader programming environment in C++ that provides first-class support for specialization by co-opting C++'s attribute and virtual function features and reimplementing them with alternate semantics to express the services required. By co-opting existing features, we enable programmers to use familiar C++ programming techniques to write host and GPU code together, while still achieving efficient generated C++ and HLSL code via our source-to-source translator.CCS Concepts: Computing methodologies -> Computer graphics; Software and its engineering -> General programming languages; Compilers Additional Key Words and Phrases: Shaders, Shading Languages, Real-Time Rendering, Heterogeneous Programming, Unified ProgrammingComputing methodologiesComputer graphicsSoftware and its engineeringGeneral programming languagesCompilers Additional Key Words and PhrasesShadersShading LanguagesRealTime RenderingHeterogeneous ProgrammingUnified ProgrammingSupporting Unified Shader Specialization by Co-opting C++ Features10.1145/3543866