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Nvidia announces native GPU programming in Rust

970 points · 404 comments · nonmaskable

  1. jacobgorm · · focus · HN ↗
    I strongly dislike CUDA. Once you have allowed that proprietary cr*p into your C++ codebase, it is very hard to get rid, and you end up with code that is either tied to a single vendor or an #ifdef hell, probably both.

    The best way to program GPUs is face up to the reality that they are not the same machine as the CPU, write your kernels in separate files, and launch them manually, like in Metal, OpenCL, and D3D12, etc. These days we even have DSLs like Triton that make kernel writing much more ergonomic than anything you would hope to achieve in Rust.

    1. melodyogonna · · focus · HN ↗
      You could also use Mojo, one language for all targets.
      1. adgjlsfhk1 · · focus · HN ↗
        Or julia if you want a much more mature ecosystem.
        1. patagurbon · · focus · HN ↗
          I highly recommend Julia for (scientific) GPU programming but it would be nice if there was a larger community and/or funding behind the GPU side of things. It has very few core devs for what it is.
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