ispc-builtins

3
0
Source

Best practices for creating and modifying ISPC builtin files. Use when adding target-specific optimizations, implementing new builtin functions, or working with the hierarchical target system.

Install

mkdir -p .claude/skills/ispc-builtins && curl -L -o skill.zip "https://mcp.directory/api/skills/download/3326" && unzip -o skill.zip -d .claude/skills/ispc-builtins && rm skill.zip

Installs to .claude/skills/ispc-builtins

About this skill

ISPC Builtins Guide

Understanding the hierarchical target system is critical for correctly implementing and maintaining builtins.


Architecture Overview

ISPC's standard library consist of two layers:

  1. Standard Library (stdlib/stdlib.ispc) — User-visible functions written in ISPC language
  2. Builtins (builtins/) — Target-specific implementations in LLVM IR that support the stdlib

Hierarchical Target System

Key Concept: Targets are organized hierarchically. A child target inherits all functions from its parent that it doesn't explicitly override.

Target Parent Map (src/builtins.cpp)

The hierarchy is defined in targetParentMap:

std::unordered_map<ISPCTarget, ISPCTarget> targetParentMap = {
    // ARM NEON -> generic
    {ISPCTarget::neon_i8x16, ISPCTarget::generic_i8x16},

    // AVX512 hierarchy: dmr -> gnr -> spr -> icl -> skx -> generic
    {ISPCTarget::avx10_2dmr_x16, ISPCTarget::avx512gnr_x16},
    {ISPCTarget::avx512gnr_x16, ISPCTarget::avx512spr_x16},
    {ISPCTarget::avx512spr_x16, ISPCTarget::avx512icl_x16},
    {ISPCTarget::avx512icl_x16, ISPCTarget::avx512skx_x16},
    {ISPCTarget::avx512skx_x16, ISPCTarget::generic_i1x16},

    // AVX/SSE hierarchy: avx2vnni -> avx2 -> avx1 -> sse4 -> sse2 -> generic
    {ISPCTarget::avx2vnni_i32x8, ISPCTarget::avx2_i32x8},
    {ISPCTarget::avx2_i32x8, ISPCTarget::avx1_i32x8},
    // ...
};

How Linking Works

When compiling user code:

  1. Link the target-specific builtins (e.g., avx512skx-x16)
  2. Check for unresolved symbols
  3. If unresolved, link parent target's builtins (e.g., generic-i1x16)
  4. Repeat until all symbols are resolved or error

Implication: You only need to implement functions that differ from the parent.


File Structure (builtins/)

File PatternDescription
target-<isa>-<variant>.llTarget-specific LLVM IR (e.g., target-avx512skx-x16.ll)
target-<isa>-common.llShared code for ISA family (e.g., target-sse4-common.ll)
target-<isa>-utils.llUtility macros/functions for ISA (e.g., target-avx512-utils.ll)
generic.ispcTarget-independent implementations in ISPC
util.m4M4 macros for generating LLVM IR

Function signatures are declared in stdlib/include/builtins.isph.


Creating/Modifying Builtins

Step 1: Define the Function Signature

Add declaration to stdlib/include/builtins.isph:

EXT inline READNONE varying float __my_builtin_float(varying float);

Step 2: Implement Generic Fallback and Optimized Versions

New builtins must always have a generic implementation in generic.ispc. This ensures all targets work correctly via hierarchy fallback.

Then add optimized LLVM IR versions at the appropriate level — they will be inherited by all children:

  • avx512skx — inherited by icl, spr, gnr, dmr
  • avx512icl — inherited by spr, gnr, dmr (overrides skx)

Example optimized implementation in target-avx512skx-x16.ll:

define <16 x float> @__my_builtin_float(<16 x float> %input) nounwind readnone alwaysinline {
    %result = call <16 x float> @llvm.x86.avx512.something(<16 x float> %input)
    ret <16 x float> %result
}

Best Practices

  1. Leverage hierarchy — Only implement what differs from parent; don't copy-paste
  2. Use generic as fallback — Implement in generic.ispc first, optimize later
  3. Use include() — Share code via target-*-utils.ll files
  4. Mark functions correctly — Use nounwind readnone alwaysinline attributes

Testing Builtins

See CLAUDE.md for build, lit test, and IR/assembly inspection commands.

Verify Correct Builtin Was Linked

Dump IR before optimizations to see builtins as they were linked:

build/bin/ispc test.ispc --target=avx512skx-x16 --debug-phase=pre:first --dump-file=dbg -o /dev/null
# Check dbg/ir_*.ll files for the builtin implementation

You might also like

flutter-development

aj-geddes

Build beautiful cross-platform mobile apps with Flutter and Dart. Covers widgets, state management with Provider/BLoC, navigation, API integration, and material design.

643969

drawio-diagrams-enhanced

jgtolentino

Create professional draw.io (diagrams.net) diagrams in XML format (.drawio files) with integrated PMP/PMBOK methodologies, extensive visual asset libraries, and industry-standard professional templates. Use this skill when users ask to create flowcharts, swimlane diagrams, cross-functional flowcharts, org charts, network diagrams, UML diagrams, BPMN, project management diagrams (WBS, Gantt, PERT, RACI), risk matrices, stakeholder maps, or any other visual diagram in draw.io format. This skill includes access to custom shape libraries for icons, clipart, and professional symbols.

591705

ui-ux-pro-max

nextlevelbuilder

"UI/UX design intelligence. 50 styles, 21 palettes, 50 font pairings, 20 charts, 8 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient."

318399

godot

bfollington

This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.

340397

nano-banana-pro

garg-aayush

Generate and edit images using Google's Nano Banana Pro (Gemini 3 Pro Image) API. Use when the user asks to generate, create, edit, modify, change, alter, or update images. Also use when user references an existing image file and asks to modify it in any way (e.g., "modify this image", "change the background", "replace X with Y"). Supports both text-to-image generation and image-to-image editing with configurable resolution (1K default, 2K, or 4K for high resolution). DO NOT read the image file first - use this skill directly with the --input-image parameter.

452339

fastapi-templates

wshobson

Create production-ready FastAPI projects with async patterns, dependency injection, and comprehensive error handling. Use when building new FastAPI applications or setting up backend API projects.

304231

Stay ahead of the MCP ecosystem

Get weekly updates on new skills and servers.