Rust Threads on the GPU

(vectorware.com)

22 pontos | por PaulHoule 4 dias atrás

2 comentários

  • kevmo314
    4 horas atrás
    Isn't this turning a GPU into a slower CPU? It's not like CPUs are slow, in fact they're quite a bit faster than any single GPU thread. If code is written in a GPU unaware way it's not going to take advantage of the reasons for being on the GPU in the first place.
  • nynx
    5 horas atrás
    I don’t understand why this is a useful effort. It seems like a solution in source of a problem. It’s going to be incredibly easy to end up with hopelessly inefficient programs that need a full redesign in a normal gpu programming model to be useful.
    • LegNeato
      5 horas atrás
      Founder here.

      1. Programming GPUs is a problem. The ratio of CPUs to CPU programmers and GPUs to GPU programmers is massively out of whack. Not because GPU programming is less valuable or lucrative, because GPUs are weird and the tools are weird.

      2. We are more interested in leveraging existing libraries than running existing binaries wholesale (mostly within a warp). But, running GPU-unaware code leaves a lot of space for the compiler to move stuff around and optimize things.

      3. The compiler changes are not our product, the GPU apps we are building with them are. So it is in our interest to make the apps very fast.

      Anyway, skepticism is understandable and we are well aware code wins arguments.

      • jzombie
        4 horas atrás
        Do you foresee this being faster than SIMD for things like cosine similarity? Apologies if I missed that context somewhere.
      • shmerl
        4 horas atrás
        > because GPUs are weird and the tools are weird.

        Why is it also that terminology is so all over the place. Subgroups, wavefronts, warps etc. referring to the same concept. That doesn't help it.

        • MindSpunk
          4 horas atrás
          All the names for waves come from different hardware and software vendors adopting names for the same or similar concept.

          - Wavefront: AMD, comes from their hardware naming

          - Warp: Nvidia, comes from their hardware naming for largely the same concept

          Both of these were implementation detail until Microsoft and Khronos enshrined them in the shader programming model independent of the hardware implementation so you get

          - Subgroup: Khronos' name for the abstract model that maps to the hardware

          - Wave: Microsoft's name for the same

          They all describe mostly the same thing so they all get used and you get the naming mess. Doesn't help that you'll have the API spec use wave/subgroup, but the vendor profilers will use warp/wavefront in the names of their hardware counters.

    • rl3
      5 horas atrás
      I think they've taken the integration difficulty into account.

      Besides, full redesign isn't so expensive these days (depending).

      >It seems like a solution in source of a problem.

      Agreed, but it'll be interesting to see how it plays out.