shaders
Rust-CUDA
shaders | Rust-CUDA | |
---|---|---|
9 | 37 | |
472 | 2,884 | |
- | 2.4% | |
1.8 | 0.0 | |
about 2 years ago | 6 months ago | |
C++ | Rust | |
- | 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.
shaders
-
Adding HLSL and DirectX Support to Clang and LLVM
It may be close to a technical impossibility, but the Circle compiler by Sean Baxter is attempting it. That's based on an aggressive "de-pointerization" (see [1] in particular for details). There's also academic work[2] to compile C++ to shaders. I agree that it's an open question how well that will work out.
Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times!
[1]: https://github.com/seanbaxter/shaders#approaching-circle-sha...
[2]: https://arxiv.org/abs/2109.14682
-
Writing Vulkan SPIR-V shaders in C++?
You can use circle c++ shader https://github.com/seanbaxter/shaders but it's limited to look linux afaik?
-
Where to Learn Vulkan for parallel computation (with references to porting from CUDA)
First we have Circle C++ shaders, which pretty much would tick all the boxes. Problem is it's closed source and only compiles host code on linux. Closed source isn't the biggest of issues actually, but prevents anyone from fixing the developers issue with interfacing with the windows ABI and getting the thing working on windows (which itself isn't something they are able to fix because windows doesn't provide the documentation to work with their ABI). However you could use it separately to compile your SPIR-V for windows since SPIR-V doesn't care about platform itself.
-
Has anyone seriously considered C++AMP? Thoughts / Experiences?
Yes, Vulkan GPU source is split, though technically in a way that makes it more similar to CUDA. Vulkan uses an intermediate format instead of consuming text code directly, meaning new features are easier to add and frontend code doesn't need to be passed to the vendors driver compiler. SPIR-V is like DXIL or PTX code for CUDA, basically LLVM IR for GPUs. The CUDA compiler compiles your device code into PTX code, and it's what enables you to have "non split" source code. There's even an option to have separate PTX code in CUDA. There are few projects that aim to bring Vulkan SPIR-V into source, including Rust GPU for rust (though it will still have to be in a separate file) and Circle C++ shader for C++.
-
Circle, the C++ Automation Language
My favorite use is putting user-defined attributes on data members, and using reflection to generate a UI to manipulate those values. I do it with these shadertoys:
https://github.com/seanbaxter/shaders#reflection-and-attribu...
Just mark your declarations up with custom attributes:
-
Unified Shader Programming in C++
I'm confused what is novel about this paper. We already have unified shader programming with circle C++, with way more features, and instead of having an SPIR-V compiler, they made a source to source compiler... We have quite a few of those.
I think shader specialisation is handled pretty well in circle. Since you can essentially run arbitrary C++ code at compile time, selection and specialisation of a shader can even depend on hardware specific benchmarks. There is an extensive repo with examples here: https://github.com/seanbaxter/shaders. One example decodes a sprite sheet stored as a png at compile time and creates a specialised compute shader for it. You can also easily implement a control UI based on reflection of uniform shader parameters.
-
Embark Studios has rewritten all their renderer's shader code from GLSL to Rust
There's a project doing something similar for C++ called Circle which is pretty incredible. In its core Circle is an extension of standard C++ which adds a ton of metaprogramming facilities and other productivity enhancing features, things the base language sorely lacks like full compile-time execution of regular C++ code which lets you do anything you can normally do from runtime during compile-time (including file I/O and networking), reflection, typed enums, pattern matching, hygienic macros, list comprehensions and language-native ranges, first class paramater packs and much more.
-
Code generation using attributes
I use them to automatically generate an ImGui interface for controlling a shadertoy here: https://github.com/seanbaxter/shaders/blob/master/README.md#user-attributes-and-dear-imgui
Rust-CUDA
-
[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)
-
Is rust or python better for Machine learning? Or is there enough decent frameworks?
You have this https://github.com/Rust-GPU/Rust-CUDA
-
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?
-
Announcing cudarc and fully GPU accelerated dfdx: ergonomic deep learning ENTIRELY in rust, now with CUDA support and tensors with mixed compile and runtime dimensions!
Be warned, NON_BLOCKING streams do not fully synchronize with sync host to device copies. They are not guaranteed to actually finish by the time they return. Meaning its possible to initiate a copy, then initiate a kernel launch, and have the copy be unfinished by the time the kernel is launched. This caused so many confusing bugs that i personally decided to stop using NON_BLOCKING altogether in rust-cuda. https://github.com/Rust-GPU/Rust-CUDA/issues/15
-
In which circumstances is C++ better than Rust?
- Cuda is not doing by FFI linking, instead is compiling CUDA code natively in Rust https://github.com/Rust-GPU/Rust-CUDA and even if it not complete as the C++ SDK is more than a toy
- I learned 7 programming languages so you don't have to
-
GNU Octave
Given your criteria, you might want to consider (modern) C++.
* Fast - in many cases faster than Rust, although the difference is inconsequential relative to Python-to-Rust improvement I guess.
* _Really_ utilize CUDA, OpenCL, Vulcan etc. Specifically, Rust GPU is limited in its supported features, see: https://github.com/Rust-GPU/Rust-CUDA/blob/master/guide/src/... ...
* Host-side use of CUDA is at least as nice, and probably nicer, than what you'll get with Rust. That is, provided you use my own Modern C++ wrappers for the CUDA APIs: https://github.com/eyalroz/cuda-api-wrappers/ :-) ... sorry for the shameless self-plug.
* ... which brings me to another point: Richer offering of libraries for various needs than Rust, for you to possibly utilize.
* Easier to share than Rust. A target system is less likely to have an appropriate version of Rust and the surrounding ecosystem.
There are downsides, of course, but I was just applying your criteria.
-
Your average rustafarians
Technically, yes. There are crates for OpenCL and CUDA, although official ROCm support does not exist yet.
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
meta
wgpu - Cross-platform, safe, pure-rust graphics api.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
rust-ndarray - ndarray: an N-dimensional array with array views, multidimensional slicing, and efficient operations
circle - The compiler is available for download. Get it!
CUDA.jl - CUDA programming in Julia.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
GLSL - GLSL Shading Language Issue Tracker
dcompute - DCompute: Native execution of D on GPUs and other Accelerators
WeasyPrint - The awesome document factory