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Nvidia announces native GPU programming in Rust

developer.nvidia.com

31–40 of 321 posts

Re: Nvidia announces native GPU programming in Rust

#31
post #6

> The launch is checked rather than trusted. Damn even Nvidia is putting out fully Claude-written articles.

> even Nvidia

Why "even Nvidia"?

They are fully behind using AI for basically everything.

What's next? "Damn, even McDonald's is putting out unhealthy food"

Re: Nvidia announces native GPU programming in Rust

#32

I 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…

yeah, just write a stub/wrapper around it and abstract. it's the classic coupling problem. nothing to do with CUDA

Re: Nvidia announces native GPU programming in Rust

#33
post #6

> The launch is checked rather than trusted. Damn even Nvidia is putting out fully Claude-written articles.

> even Nvidia Why "even Nvidia"? They are fully behind using AI for basically everything. What's next? "Damn, even McDonald's is putting out unhealthy food"

[deleted]

Re: Nvidia announces native GPU programming in Rust

#34
post #5

Since 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

Nobody cares if kernels are written in Rust. Kernels were meant to be written in C, but if you want to go more high-level try Triton or a similar DSL that nicely abstract tile sizes etc.

kernels aren't meant to be written by any defined language. C is just a traditionally good default language that took over from assembly. No particular reason we have to stick with C.

Re: Nvidia announces native GPU programming in Rust

#35
post #28

I 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…

> Once you have allowed that proprietary cr*p into your C++ codebase People have been doing that all the time for every kind of codebase. It's just part of the business. I don't see how it's worth having any emotions or opinions about it. Seems like you are wasting your energy. Are win32 APIs proprietary? So you decide to use them, use a wrapper/UI framework, or don't develop for Windows. Easy choice. Developing for…

CUDA is not an API, CUDA is a language, so you cannot make that comparison.

Re: Nvidia announces native GPU programming in Rust

#38
post #17

I 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…

> 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 Isn't that how CUDA code is normally written?

No. CUDA allows you to write all the code in a single file, and uses a preprocessor to split it back out and pass it through separate compilers, one for host and one for device.

Re: Nvidia announces native GPU programming in Rust

#39
post #20
post #9

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!

And what prevent you exactly ? 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.

I think OP’s point is that the payoff in learning a new language has diminished in this AI era. You can call that lazy, I’d consider it smart to consider whether you could be doing other, better, things with your time.
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