#vulkan #abstraction-layer #devices #above #ray-tracing #memory #erupt


Provides an abstraction layer above erupt to easier use Vulkan in Rust

27 stable releases

2.0.0 Jul 28, 2021
1.12.0 Jul 22, 2021
1.4.0 Jun 14, 2021
1.3.1 Apr 21, 2021
1.0.2 Mar 31, 2021

#338 in Graphics APIs

Download history 3/week @ 2024-03-09 4/week @ 2024-03-16 7/week @ 2024-03-30

78 downloads per month

Zlib OR MIT OR Apache-2.0

5.5K SLoC


Latest version Documentation ZLIB MIT Apache

Provides an abstraction layer above erupt to easier use Vulkan in Rust. Mainly handles the Vulkan busywork (device initialization, memory handling etc.) and the lifetimes of objects.

No validation and a lot of pain. Lifetimes are not fully tracked, so you need to pay attention when to drop which resource to avoid UB (check the validation layer).

You most likely want to use wgpu-rs instead!


Vulkan 1.2+ driver.


  • tracing Adds logging using tracing.
  • profiling Adds support for profiling.
  • vk-buffer-device-address Uses the buffer device address Vulkan feature. Mainly useful when using the raytracing extension.

tracing and vk-buffer-device-address are enabled by default.


Examples are provided.


Most simple example that shows how to draw a triangle in Vulkan.

Triangle example


Shows how to use push constants, vertex and index buffers and also compressed textures.

Cube example


Uses the VK_raytracing_KHR extension to fully ray trace a simple scene. Shows how to initialize and use acceleration structures (triangle based), create and use the shader binding table (SBT), use descriptor indexing with non uniform indexes and partial binds, write raytracing shader and do very basic lightning.

Raytracing example


Simple compute example.


Licensed under MIT or Apache-2.0 or ZLIB.


~498K SLoC