Nvidia announces native GPU programming in Rust
developer.nvidia.com
Nvidia announces native GPU programming in Rust
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Re: Nvidia announces native GPU programming in Rust
#2Re: Nvidia announces native GPU programming in Rust
#3Re: Nvidia announces native GPU programming in Rust
#4Note: 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 was Linux only, and required Async; these are why I haven't tried it yet.
Re: Nvidia announces native GPU programming in Rust
#5Re: Nvidia announces native GPU programming in Rust
#6Damn even Nvidia is putting out fully Claude-written articles.
Re: Nvidia announces native GPU programming in Rust
#7Secondly, When an issue occurs with a kernel or you want to write your own custom kernel in Rust, now we need to diagnose if the problem came from either cuda-oxide (SIMT), Rust's side, CUDA or Tile (If you decide to choose the Tile track).
Another dependency into the list and course everything is open source except CUDA itself. So any issue that happens on the CUDA level, you are forced to wait for them to fix it.
Re: Nvidia announces native GPU programming in Rust
#8I'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…
Seems more ergonomic in general though, both approaches they share, compared to cudarc, and less build infrastructure and fiddling with environments, which is great.