Rust-CUDA
wgpu
Rust-CUDA | wgpu | |
---|---|---|
42 | 212 | |
4,357 | 14,156 | |
9.5% | 3.0% | |
8.8 | 9.9 | |
21 days ago | 8 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Rust-CUDA
- Zig and GPUs
- Rust CUDA Project
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Nvidia adds native Python support to CUDA
The Rust-CUDA project just recently started up again [0], I've started digging into it a little bit and am hoping to contribute to it since the summers are a little slower for me.
[0] https://github.com/rust-gpu/rust-cuda
- Exo: Exocompilation for productive programming of hardware accelerators
- Introduction to CUDA Programming for Python Developers
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[Media] Anyone try writing a ray tracer with rust? It's pretty fun!
Source code [here](https://github.com/ihawn/RTracer) if anyone is interested in taking a look or giving feedback. As a side question, does anyone have any general advise on getting GPU compute working with rust? I tried [this project](https://github.com/Rust-GPU/Rust-CUDA) but had a bunch of issues (And it doesn't look like an active repo anyways)
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Is rust or python better for Machine learning? Or is there enough decent frameworks?
You have this https://github.com/Rust-GPU/Rust-CUDA
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toolchain nightly package building issue
What I'm trying to do is check out https://github.com/Rust-GPU/Rust-CUDA for a class project.
- [Rust] État de GPGPU en 2022
- Which crate for CUDA in Rust?
wgpu
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Ask HN: Resources for General Purpose GPU development on Apple's M* chips?
People have already mentioned Metal, but if you want cross platform, https://github.com/gfx-rs/wgpu has a vulkan-like API and cross compiles to all the various GPU frameworks. I believe it uses https://github.com/KhronosGroup/MoltenVK to run on Macs. You can also see the metal shader transpilation results for debugging.
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What's Next for WebGPU
This is in reference to [1].
[1] https://github.com/gfx-rs/wgpu/issues/6434
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Repeatability: As Difficult as it is Important
> Did they actually write that somewhere?
wgpu.rs for comments about "general purpose", "modern" is my own interjection, and [1] about the difference in priorities between the WGPU maintainers and (funnily enough) you.
I do believe a cross-platform and modern interface is difficult to square with high performance. I don't think either side is wrong to choose the priorities it has, but someone will be underserved. They probably need far more manpower/talent than they have to improve performance proportionately.
[1] https://github.com/gfx-rs/wgpu/discussions/5525
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Pygfx
Sorry, I'll try to be clearer. QRhi docs[1] say "The Qt Rendering Hardware Interface is an abstraction for hardware accelerated graphics APIs, such as, OpenGL, OpenGL ES, Direct3D, Metal, and Vulkan." And PySide6 includes a (python) wrapper for QRhi[2]. Meanwhile, pygfx builds on wgpu-py[3] which builds on wgpu[4] which is a "is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL".
So, from the standpoint of someone using PySide6, QRhi and pygfx seem to be alternative paths to the exact same underlying graphics APIs.
Thus my question: How do they compare? How should I make an informed comparison between them?
[1] https://doc.qt.io/qt-6/qrhi.html
[2] https://doc.qt.io/qtforpython-6/PySide6/QtWidgets/QRhiWidget...
[3] https://github.com/pygfx/wgpu-py/
[4] https://github.com/gfx-rs/wgpu
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Q3 dev update for Graphite, a Blender-inspired 2D procedural design Rust app
Everything will be using compute shaders for the foreseeable future. [WGPU](https://wgpu.rs/) abstracts that to work with WebGPU on browsers, DirectX/Vulkan on Windows, Metal on Mac, and Vulkan on Linux and Android. There may be opportunities to explore vendor-specific options like CUDA in the far future to leverage a further increase in performance, but compute shaders are portable and nearly as good.
- How to get started in Graphics Programming in 2024?
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A high-performance, zero-overhead, extensible Python compiler using LLVM
Instead of building their GPU support atop CUDA/NVIDIA [0], I’m wondering why they didn’t instead go with WebGPU [1] via something like wgpu [2]. Using wgpu, they could offer cross-platform compatibility across several graphics API’s, covering a wide range of hardware including NVIDIA GeForce and Quadro, AMD Radeon, Intel Iris and Arc, ARM Mali, and Apple’s integrated GPU’s.
They note the following [0]:
> The GPU module is under active development. APIs and semantics might change between Codon releases.
The thing is, based on the current syntax and semantics I see, it’ll almost certainly need to change to support non-NVIDIA devices, so I think it might be a better idea to just go with WebGPU compute pipelines sooner rather than later.
Just my two pennies…
[0]: https://docs.exaloop.io/codon/advanced/gpu
[1]: https://www.w3.org/TR/webgpu
[2]: https://wgpu.rs
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SDL3 new GPU API merged
wgpu supports WebGPU: https://github.com/gfx-rs/wgpu :
> While WebGPU does not support any shading language other than WGSL, we will automatically convert your non-WGSL shaders if you're running on WebGPU.
- First major release of gfx-rs/wgpu
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I learned Vulkan and wrote a small game engine with it (in 3 months)
https://github.com/gfx-rs/wgpu?tab=readme-ov-file#tracking-t...
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
rust-ndarray - ndarray: an N-dimensional array with array views, multidimensional slicing, and efficient operations
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
GLSL - GLSL Shading Language Specification and Extensions
vulkano - Safe and rich Rust wrapper around the Vulkan API