In this age of LLM written everything which has softly killed my motivation for learning Rust somewhat, this has revived my interest if not only for the fact the LLMs haven't yet been trained on this yet!
Nvidia announces native GPU programming in Rust
11–20 of 334 posts
Re: Nvidia announces native GPU programming in Rust
#12The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, etc. These days we even have DSLs like Triton that make kernel writing much more ergonomic than anything you would hope to achieve in Rust.
Re: Nvidia announces native GPU programming in Rust
#13Since NVIDIA owns huggingface now and huggingface has the excellent Candle [1] crate for inference on Rust, this seems like a good step towards nice native Rust kernels. [1] https://github.com/huggingface/candle
Re: Nvidia announces native GPU programming in Rust
#14I strongly dislike CUDA. Once you have allowed that proprietary cr*p into your C++ codebase, it is very hard to get rid, and you end up with code that is either tied to a single vendor or an #ifdef hell, probably both. The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, e…
Re: Nvidia announces native GPU programming in Rust
#15> The launch is checked rather than trusted. Damn even Nvidia is putting out fully Claude-written articles.
Re: Nvidia announces native GPU programming in Rust
#16Re: Nvidia announces native GPU programming in Rust
#17I strongly dislike CUDA. Once you have allowed that proprietary cr*p into your C++ codebase, it is very hard to get rid, and you end up with code that is either tied to a single vendor or an #ifdef hell, probably both. The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, e…
Isn't that how CUDA code is normally written?
Re: Nvidia announces native GPU programming in Rust
#18I strongly dislike CUDA. Once you have allowed that proprietary cr*p into your C++ codebase, it is very hard to get rid, and you end up with code that is either tied to a single vendor or an #ifdef hell, probably both. The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, e…
Re: Nvidia announces native GPU programming in Rust
#19I strongly dislike CUDA. Once you have allowed that proprietary cr*p into your C++ codebase, it is very hard to get rid, and you end up with code that is either tied to a single vendor or an #ifdef hell, probably both. The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, e…
You could also use Mojo, one language for all targets.
Re: Nvidia announces native GPU programming in Rust
#20In this age of LLM written everything which has softly killed my motivation for learning Rust somewhat, this has revived my interest if not only for the fact the LLMs haven't yet been trained on this yet!
There were humans far superior than you for writting Rust before LLM, now there's a LLM. The only difference is price and time execution.
You get an awesome teacher (LLM) ready to answer all your questions about Rust.
And you still find excuses not to learn it ?
At some point, just realize you've been lazy to learn it and LLMs are just an excuse.