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Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

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Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#3

I'm really hoping Modular.ai takes off. GPU programming seems like a nightmare, I'm not surprised they felt the need to build an entire new language to tackle that bog.

GPU programming isn't really that bad. I am a bit skeptical this is the way to solve it. The issue is that details do matter when you're writing stuff on the GPU. How much shared memory are you using? How is it scheduled? Is it better to inline or run multiple passes etc. Halide is the closest I think.

Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#4
It is a noble cause. I've spent ten years of my life using CUDA professionally, outside the AI domain mind you. Most of these years, there was a strong desire to break off of CUDA and the associated Nvidia tax on our customers. But one thing we didn't want was to move from depending on CUDA to depending on another intermediary which would also mean financial drain, like the enterprise licensing these folks want to use. Sadly, open source alternatives weren't fostering much confidence, either with their limited feature coverage or just not knowing if they will be supported in the long term (support for new hardware, fixes, etc.).

Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#5
My mistake completely, but I thought this was going to be something to do with a new scheme or re-thinking of graphics programming APIs, like Metal, Vulkan or OpenGL. Now I'm kind of bummed that it is what it is, because I got really excited for it to be that other thing. =(

Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#6

I'm really hoping Modular.ai takes off. GPU programming seems like a nightmare, I'm not surprised they felt the need to build an entire new language to tackle that bog.

There are already plenty of languages in CUDA world, that is one reasons it is favoured.

The problem isn't the language, rather how to design the data structures and algorithms for GPUs.

Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#7
post #5

My mistake completely, but I thought this was going to be something to do with a new scheme or re-thinking of graphics programming APIs, like Metal, Vulkan or OpenGL. Now I'm kind of bummed that it is what it is, because I got really excited for it to be that other thing. =(

That is already taking place with work graphs, and making shader languages more C++ like.

Re: Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ

#10
post #6

I'm really hoping Modular.ai takes off. GPU programming seems like a nightmare, I'm not surprised they felt the need to build an entire new language to tackle that bog.

There are already plenty of languages in CUDA world, that is one reasons it is favoured. The problem isn't the language, rather how to design the data structures and algorithms for GPUs.

Not sure I fully understand your comment, but I'm pretty sure the talk addresses exactly that.

The primitives and pre-coded kernels provided by CUDA (it solves for the most common scenarios first and foremost) is what's holding things back and in order to get those algorithms and data structures down to the hardware level you need something flexible that can talk directly to the hardware.

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