Welcome to rust-gpu Discussions! #491
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intro - I'm a former console gamedev (20 years low level/graphics programming on a range of platfoms) dabbling with various things, I've been into Rust on and off for 5+ years. I've done some simple GL rendering experiments in rust a few years ago and am looking at jumping back in . Question - could this 'rust-gpu' project handle compute shaders and do something like SYCL (embed GPU compute kernel code directly inside your main program - 'single source approach' to GPU programming). One important capability would be generating compute kernels using generics. (at this minute i'm brainstorming some ideas with spiking neuron people). If i've understood right I appear to be seeing this isgenerating SPIR-V from rust sources, and SPIR-V unifies graphics & compute, right? |
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Hey there! I'm an experienced Rust programmer that is just getting into rendering and graphics, with just a little bit of super-simple 2D OpenGL rendering under my belt. I'm super excited about Rust GPU! Being able to write GPU code in Rust, could have an incredible effect on the GPU ecosystem. In the compute field, too, combined with WGPU it seems like we might finally have an option for GPU accelerated compute that works on all major platforms, and eventually even the browser. We could make machine learning libraries that run on CPU, Vulkan, Metal, DirectX, and OpenGL, all with the same code! No more CUDA NVidia lock-in! We'll see what happens, but this could be huge. 😃 |
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