This is a bit good for Rust if you want to use the language with CUDA. The problem is, it still doesn't really move the needle if you really don't like running closed source drivers and runtime binaries and care about open source. Continuing from this discussion [0], this only makes it a Rust or a CUDA problem rather than a Python, CUDA and a PyTorch one if there bug in one of them. Yet at the end of the day, it stil…
CUDA-oxide: Nvidia's official Rust to CUDA compiler
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Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#82Earlier quoted context omitted.
What exactly are you upset about? Someone observing that MLIR is extremely complex and dependent on LLVM...?
The quoted writing is AI slop, and OP is reacting to the fact that they did not write even the introductory text themselves (or at least bother to edit out clear AI/slop indicators)
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#83> (em dash) no DSLs, no foreign language bindings, just Rust. Official CUDA port and they couldn't even bother with the introductory paragraph. Okay, I'll try to ignore it and read the docs. Hey a custom IR, this sounds interesti- > MLIR’s implementation, however, is C++ with a side of TableGen, a build system that requires you to compile all of LLVM, and debugging sessions that make you question your career choices.…
this is exactly on brand dog-fooding I would expect from an AI hyper
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#84> (em dash) no DSLs, no foreign language bindings, just Rust. Official CUDA port and they couldn't even bother with the introductory paragraph. Okay, I'll try to ignore it and read the docs. Hey a custom IR, this sounds interesti- > MLIR’s implementation, however, is C++ with a side of TableGen, a build system that requires you to compile all of LLVM, and debugging sessions that make you question your career choices.…
if they didnt use AI for their webpage people would say "why doesnt NVIDIA write its website and documentation with AI? don't they believe their own story about AI factories and employees managing thousands of agents doing the work for them?" this is exactly on brand dog-fooding I would expect from an AI hyper
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#85Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#86> (em dash) no DSLs, no foreign language bindings, just Rust. Official CUDA port and they couldn't even bother with the introductory paragraph. Okay, I'll try to ignore it and read the docs. Hey a custom IR, this sounds interesti- > MLIR’s implementation, however, is C++ with a side of TableGen, a build system that requires you to compile all of LLVM, and debugging sessions that make you question your career choices.…
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#87Oh lord. If this is the trend, I probably can't avoid improving my Rust language knowledge in the long term. I hate reading Rust so much right now. I guess I just have to get over that hump.
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#88TileLang https://github.com/tile-ai/tilelang and stuff like Tile Kernels https://github.com/deepseek-ai/TileKernels will make CUDA obsolete one day.
this dude is a distinguished engineer at siemens commenting the dopiest/reddit level takes. lolol.
Re: CUDA-oxide: Nvidia's official Rust to CUDA compiler
#89I wonder what it means for Slang[0]. Presumably the point is that people want to do GPU programming with a more modern language. But now you can just use Rust... (Disclaimer: I like Slang a lot.) [0]: https://shader-slang.org/
They serve different public, Slag folks are more interested in graphics programming not AI algorithms. Also shading languages are more user friendly given their features. Finally NVida already has Slang in production and those folks aren't going to rewrite shader pipelines into Rust.
There's library code in rust that manages GPU memory and schedules pipelines and use a slang reflection to ensure memory layouts between rust and shaders match.
Oh and it supports metal/vulkan/dx12