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Nvidia announces native GPU programming in Rust

developer.nvidia.com

381–390 of 390 posts

Re: Nvidia announces native GPU programming in Rust

#381

Earlier quoted context omitted.

Is this satire? D3D12 and Metal aren't any less proprietary than CUDA.

You can call their APIs without needing to compile your code with a proprietary compiler or adopt a bastardized version of C++.

Sounds like a C problem, not a CUDA problem.

Re: Nvidia announces native GPU programming in Rust

#382
post #28

Earlier quoted context omitted.

> 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…

> I don't see how it's worth having any emotions or opinions about it. Ironic, seeing as that is an opinion about it. Also weird telling people in an online discussion forum not to have opinions.

That opinion is work-ethic related, not CUDA-related. The stance is reasonable too; why complain about characteristics of CUDA that can't be changed?

Your job as a CUDA engineer isn't to decide whether or not a proprietary API/compiler is the right call. Your boss made that choice for you when they hired you, and you accept the tradeoff if you want to keep working there. It's like someone protesting Dotnet because they wish they spent the rest of their life working with Perl instead. You can do that, but it's a completely different job with different pay grades and demands.

Re: Nvidia announces native GPU programming in Rust

#383
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

Integration with candle is already available! https://github.com/huggingface/candle/pull/3934/

Re: Nvidia announces native GPU programming in Rust

#384

Earlier quoted context omitted.

> I don't see how it's worth having any emotions or opinions about it. Ironic, seeing as that is an opinion about it. Also weird telling people in an online discussion forum not to have opinions.

Oh, does that mean I get to say you're ironic because, literally, they didn't tell anyone to do anything. They said they didn't understand the worth of the opinion. You're interpretation is selectively literal in order to be rhetorical. Does that mean someone else gets say I'm being ironic because I'm selectively literal in order to be rhetorical? Well, okay, I guess it's harder now.

You're interpretation is selectively literal in order to be rhetorical.

Where do you think you are ?

Most of us are in tech/IT/research the population in the spectrum here is orders of magnitude bigger than the avg on real life. SO yeah people will be literal in order to be rhetorical. Not even selectively, this is the one site where you NEED to use /s unironically.

Re: Nvidia announces native GPU programming in Rust

#385

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…

You don't need to use the CUDA (SIMT) programming model if you don't like it. The project includes cutile, which lets you program the GPU using tensors. It feels a lot like programming the GPU using numpy and triton.

Re: Nvidia announces native GPU programming in Rust

#386
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!

Sad to break it to you, but... I had LLMs write a pile of cuda-rust code and they were quite competent at it. Ported a bunch of (C++) CUDA kernels over, and ground away on them til they got equivalent performance https://github.com/rdaum/eider/tree/main/backends/cuda-oxide And mostly just DeepSeek 4.1 Flash, too. Not even a frontier model. Sorry.

C'est la vie

Re: Nvidia announces native GPU programming in Rust

#387

Earlier quoted context omitted.

I don't think those filters are even real, I think it's just mass-hysteria. I call these kinds of behaviours "traditions", but I'm not sure if there's a better term for it. Basically someone comes up with something which is nonsensical, but plausible. Like believing that their videos are unpopular because they said the word "rape" and the algorithm magically got them, rather than because their videos suck. Then someo…

No it isn't mass hysteria. YouTube has a set advertiser friendly guideline. It will scan uploads and streams automatically. YouTube used to demonetise profanity unless it was mild. YouTube would demonetise profanity in the first X number of seconds of the video. These rules change and have been relaxed of April last year, but generally these rules still exist. There isn't a hard filter if you say "suicide" you automa…

But do we have any evidence that “suicide” counts as a negative signal and “unalive” doesn’t?

Re: Nvidia announces native GPU programming in Rust

#388

I'm looking forward to trying these when they stabilize! I currently use WGPU for graphics, and cudarc for CUDA. Note: Cuda-oxide is similar to Cudarc's host component, but uses a rust-style kernel dialect. Advantage: Share structs between host and device. Disadvantage: Trading standard Cuda kernels for a new, WIP dialect. I haven't tried the tile API yet; looking forward to it. The last time I checked, Cuda Oxide wa…

It's still linux-only but doesn't require async. You should be able to execute and compose kernels synchronously.

Re: Nvidia announces native GPU programming in Rust

#389
post #282

Earlier quoted context omitted.

Win32 is the most stable abi on the Linux desktop.

Dead wrong. Win32 (externally) only seems stable, but internally it changes between Windows releases. Win7 syscalls are completely different from Win11 syscalls, meaning if I want to release a binary _without relying_ on Win32 I need to provide full syscall mappings _for each and every Windows version_. This doesn't happen on Linux.

Those are not a part of the API contract in case with NT kernel, though, unlike Linux.

Also, there are OS-provided shims in ntdll.dll (which, by the way, isn't a part of Win32 platform API, but a part of the NT kernel interface).

Re: Nvidia announces native GPU programming in Rust

#390
post #34

Earlier quoted context omitted.

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.

And quite a few reasons that something better than C should be used. Rust seems a good candidate.

What reasons would you have to prefer Rust over C for compute kernels? I am a great fan of Rust, but I don't see any benefit for kernels, due to their relatively simple nature.
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