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Release matmul blog post (#53)
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LegNeato authored Nov 25, 2024
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Expand Up @@ -3,7 +3,6 @@ title: "Optimizing a Rust GPU matmul kernel"
authors: ["LegNeato"]
slug: optimizing-matmul
tags: ["demo", "code", "performance"]
draft: true
---

I read the excellent post [Optimizing a WebGPU Matmul Kernel for 1TFLOP+
Expand Down Expand Up @@ -45,7 +44,8 @@ a low-level format that [most GPUs understand](https://vulkan.gpuinfo.org/). Sin
SPIR-V is the format [Vulkan](https://www.vulkan.org/) uses, Rust GPU makes it possible
to integrate Rust-based GPU programs into any Vulkan-compatible workflow[^1].

For more details, check out the [Rust GPU website](https://Rust-gpu.github.io/) or the [GitHub repository](https://github.com/Rust-gpu/Rust-gpu).
For more details, check out the [Rust GPU website](http://Rust-gpu.github.io/) or the
[GitHub repository](https://github.com/Rust-gpu/Rust-gpu).

## How does Rust GPU work?

Expand All @@ -54,9 +54,12 @@ what the GPU executes. However, Rust GPU doesn't dictate how you handle CPU-to-G
communication or data transfer. You're free to choose a host CPU library written in
whatever language that fits your project. Some popular options in Rust include:

- **[ash](https://github.com/ash-rs/ash)**: Low-level Vulkan bindings for Rust, providing maximum control over Vulkan operations.
- **[vulkano](https://github.com/vulkano-rs/vulkano)**: A higher-level Vulkan library that simplifies common tasks.
- **[wgpu](https://github.com/gfx-rs/wgpu)**: A cross-platform library that abstracts GPU operations across Vulkan, DirectX, Metal, and WebGPU.
- **[ash](https://github.com/ash-rs/ash)**: Low-level Vulkan bindings for Rust,
providing maximum control over Vulkan operations.
- **[vulkano](https://github.com/vulkano-rs/vulkano)**: A higher-level Vulkan library
that simplifies common tasks.
- **[wgpu](https://github.com/gfx-rs/wgpu)**: A cross-platform library that abstracts
GPU operations across Vulkan, DirectX, Metal, and WebGPU.

But again, you don't _have_ to use Rust for the CPU-side when using Rust on the GPU—any
language will do.
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