stablehlo
gpuweb
stablehlo | gpuweb | |
---|---|---|
5 | 57 | |
333 | 4,589 | |
4.2% | 1.2% | |
9.8 | 9.1 | |
4 days ago | 4 days ago | |
MLIR | Bikeshed | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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.
stablehlo
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Nvidia H200 Tensor Core GPU
I am going to paste a cousin comment:
StableHLO[1] is an interesting project that might help AMD here:
> Our goal is to simplify and accelerate ML development by creating more interoperability between various ML frameworks (such as TensorFlow, JAX and PyTorch) and ML compilers (such as XLA and IREE).
From there, their goal would most likely be to work with XLA/OpenXLA teams on XLA[3] and IREE[2] to make RoCM a better backend.
[1] https://github.com/openxla/stablehlo
[2] https://github.com/openxla/iree
[3] https://www.tensorflow.org/xla
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Chrome Ships WebGPU
Also see the recently introduced StableHLO and its serialization format: https://github.com/openxla/stablehlo/blob/main/docs/bytecode...
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OpenXLA Is Available Now
If you mean StableHLO, then it has an MLIR dialect: https://github.com/openxla/stablehlo/blob/main/stablehlo/dia....
In the StableHLO spec, we are talking about this in more abstract terms - "StableHLO opset" - to be able to unambiguously reason about the semantics of StableHLO programs. However, in practice the StableHLO dialect is the primary implementation of the opset at the moment.
I wrote "primary implementation" because e.g. there is also ongoing work on adding StableHLO support to the TFLite flatbuffer schema: https://github.com/tensorflow/tensorflow/blob/master/tensorf.... Having an abstract notion of the StableHLO opset enables us to have a source of truth that all the implementations correspond to.
gpuweb
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Show HN: I built a free in-browser Llama 3 chatbot powered by WebGPU
Works for me.
WebGPU support is behind a couple flags on Linux: https://github.com/gpuweb/gpuweb/wiki/Implementation-Status
- WGSL Is Terrible
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WebGPU now available for testing in Safari Technology Preview
People keep spreading this incredibly misleading statement, and yours is even more misleading (suggesting Apple opposed a 'GPU WASM')
By all accounts, Apple's /only/ stance was that if WebGPU used SPIR-V it would be a non-starter for them, due to ongoing legal issues between Apple and Khronos.
Apple actually proposed WebHLSL in collaboration with Microsoft, to have HLSL be the standard.
Mozilla employee's stance[0] was that SPIRV was too low level, did not fit with the goals of WebGPU portability and security, and expressed concern that Khronos may add functionality to SPIRV they cannot support in WebGPU like raytracing instructions .. 'So we'd always be on the verge of forking SPIR-V in some way.'
It was also noted by many people that even if a bytecode format was used, it would still have to be translated to the target (HLSL/DXIL, MSL, etc.) in almost the same way a text format would.
Nobody proposed a 'GPU WASM equivalent' or an alternative bytecode format.
The hard truth is that shader compilation is a fucking nightmare, people do not realize how bad it is across the different native APIs. SPIR-V is good, but it doesn't solve that - and presents other challenges if you are a web browser API. Vulkan and SPIRV are not the golden goose many make them out to be.
[0] https://github.com/gpuweb/gpuweb/issues/847#issuecomment-642...
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Show HN: WebGPU Particles Simulation
Yes it is still a bit new. WebGPU is not finished and is still being worked on: https://webgpu.io/
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Capturing the WebGPU Ecosystem
WebGPU currently doesn't support the "bindless" resource access model (see: https://github.com/gpuweb/gpuweb/issues/380).
The "max number of sampled texture per shader stage" is a runtime device limit, and the minimal value for that seems to be 16. So texture atlasses are still a thing in WebGPU.
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Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- How to get Chromium working with the Vulkan driver on a RPi4?
- Anyone has Chromium WebGPU working?
- [Rust_Gamedev] WGSL est-il un bon choix?
What are some alternatives?
wonnx - A WebGPU-accelerated ONNX inference run-time written 100% in Rust, ready for native and the web
wgsl.vim - WGSL syntax highlight for vim
SHA256-WebGPU - Implementation of sha256 in WGSL
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
wgpu-mm
noclip.website - A digital museum of video game levels
iree - A retargetable MLIR-based machine learning compiler and runtime toolkit.
BestBuy-GPU-Bot - BestBuy Bot is an Add to cart and Auto Checkout Bot. This auto buying bot can search the item repeatedly on the ITEM page using one keyword. Once the desired item is available it can add to cart and checkout very fast. This auto purchasing BestBuy Bot can work on Firefox Browser so it can run in all Operating Systems. It can run for multiple items simultaneously.
SHARK - SHARK - High Performance Machine Learning Distribution
wgpu-rs - Rust bindings to wgpu native library
glare-core - C++ code used in various Glare Tech Ltd products
WASI - WebAssembly System Interface