chipStar
rust-gpu
chipStar | rust-gpu | |
---|---|---|
4 | 82 | |
147 | 6,985 | |
4.8% | 1.3% | |
9.7 | 7.7 | |
7 days ago | 15 days ago | |
C++ | Rust | |
GNU General Public License v3.0 or later | 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.
chipStar
-
AMD Funded a Drop-In CUDA Implementation Built on ROCm: It's Open-Source
There is already a work-in-progress implementation of HIP on top of OpenCL https://github.com/CHIP-SPV/chipStar and the Mesa RustiCL folks are quite interested in getting that to run on top of Vulkan.
-
Vcc – The Vulkan Clang Compiler
chipStar (formerly CHIP-SPV) might also be worth checking out: https://github.com/CHIP-SPV/chipStar
It compiles CUDA/HIP C++ to SPIR-V that can run on top of OpenCL or Level Zero. (It does require OpenCL's compute flavored SPIR-V, instead of graphics flavored SPIR-V as seen in OpenGL or Vulkan. I also think it requires some OpenCL extensions that are currently exclusive to Intel NEO, but should on paper be coming to Mesa's rusticl implementation too.
- ChipStar: Run CUDA/Hip on SPIR-V via OpenCL/Level Zero
-
In the next 5 years, what do you think can push OpenCL adoption?
Regarding the second item (CUDA to OpenCL), have a look at hipstar: https://github.com/CHIP-SPV/hipstar
rust-gpu
-
Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
-
Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
-
What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
-
How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
-
What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
-
[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
-
Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
-
Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
-
Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
-
With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
What are some alternatives?
FluidX3D - The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs via OpenCL.
llama.cpp - LLM inference in C/C++
OpenCL-Wrapper - OpenCL is the most powerful programming language ever created. Yet the OpenCL C++ bindings are cumbersome and the code overhead prevents many people from getting started. I created this lightweight OpenCL-Wrapper to greatly simplify OpenCL software development with C++ while keeping functionality and performance.
wgpu - A cross-platform, safe, pure-Rust graphics API.
Cgml - GPU-targeted vendor-agnostic AI library for Windows, and Mistral model implementation.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
hipDNN - A thin wrapper around miOpen and cuDNN
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
llvm - Intel staging area for llvm.org contribution. Home for Intel LLVM-based projects.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
compute-shader-101 - Sample code for compute shader 101 training