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Nvidia announces native GPU programming in Rust

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  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. tombert · · focus · HN ↗
      > I strongly dislike CUDA. Once you have allowed that proprietary cr*p

      Genuine question...why not just type "crap"? It's not even that much of a curse, but I've never really understood the point of self-censorship. If you don't want to curse then you could just use a non-curse word.

      1. jacobgorm · · focus · HN ↗
        Because I know it is not technically crap, a lot of competent people worked on it, most with good intentions. I suppose it is better described as a cleverly designed Trojan horse than can infect your software and make that software become crap, in the sense that it becomes harder to maintain, increases code duplication, messes with your build system, ties your build system to platforms that have their toolchain binaries available, etc., etc., without bringing any long-term benefits over learning things the hard way.
        1. pid0x17 · · focus · HN ↗
          As someone only recently getting into HPC, what do you mean when you say learning things the hard way? What would you suggest?

          I recently started learning CUDA and parallel programming paradigms.

          1. jacobgorm · · focus · HN ↗
            For learning that may be a fine approach, but CUDA (in C++) really tries to hide what is going on behind the scenes, which is roughly:

            1) code gets split between a host part that goes through your normal compiler, and a device part that goes through the GPU compiler. You may as well write the kernels separate and compile them via a separate compilation step, and keep your trusted host compiler for the host-side code.

            2) data needs to move between the host and devices via explicit buffer transfers and synchronization steps, CUDA tries to hide this with annotated pointers, but it is really easier to think about those as just buffers that you allocate and transfer IMO, instead of trying to transparently share pointers between host and device like CUDA does.

            3) kernel launches can we wrapped in a function similar to:

            void RunKernel(const char *kernel_name, size_t width, size_t height, size_t depth);

            Instead of the funky <<< >>> syntax that CUDA for C/C++ imposes. The problem is that once you start putting that in your code, it stops being C++ and stops being portable to non-CUDA GPUs. The launching and grid settings can be a bit hard to grasp at first, but sugarcoating that in bastardized C++ syntax does not absolve from having to understand it eventually.

            So a good place to start might be an OpenCL or Metal primer, depending on the hardware you have available. D3D12 (and probably Vulcan too) makes this much harder than it should be, with too much boilerplate but is overall a mature and well-designed API should you wish to develop for Windows. Starting with WebGPU might also be good these days. It has a very different shader language than the others, but the rest of the concepts are similar, and it has a strong emphasis on making things async, which is what you want for performance anyways.

            Claude/Codex should be able to get you moving very quickly.

            1. pid0x17 · · focus · HN ↗
              Thank you very much for the effort you put into your advice!! I think I will start with WebGPU (wgpu), even though I have an Apple Silicon Macbook. I would really prefer to work with Rust instead of C++ because I am not good with C++. (I believe) I am good with C, so my C++ code looks like C code, and I am kinda learning the differences as I learn CUDA, which is a terrible way to learn C++, I guess.
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