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Nvidia announces native GPU programming in Rust

developer.nvidia.com

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Re: Nvidia announces native GPU programming in Rust

#421

Earlier quoted context omitted.

Win32 is the most stable abi on the Linux desktop.

Correct, most of Linux user land targets API stability, not ABI stability. Windows targets ABI stability because applications are typically distributed as binary blobs. Most applications on Linux are open-source and built per each distro, so it’s a non-issue, just recompile. This doesn’t work for proprietary software that’s distributed as blobs and rarely updated, like say, video games. But that’s a minority of stuff…

Sadly glibc made the choice for everyone that you have to recompile constantly to keep your app working.

That’s one of the biggest issues keeping Linux small on the desktop since nearly no commercial oriented company works that way.

But it looks like we will soon be able to „virtualize“ the dynamic loader so glibc has no say in this matter anymore.

Re: Nvidia announces native GPU programming in Rust

#422

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++.

Actually no.

You need Objective-C, Swift, and Metal is a C++14 dialect with extensions.

You may refer to the C++ bindings, which still not obviate the need for the C++14 dialect in the shaders, and it only works, because there is a shim to call the Objective-C runtime from C++.

Likewise there are DirectX COM interfaces that are really only usable from Visual C++ COM extensions, and the HLSL semantics depend very much on which compiler is being used, hence why there is finally a language reboot going on.

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