When people make claims like this, it would be good if they put the benchmarks on the first page. E.g, how does it compare with https://github.com/gfx-rs/wgpu which lets you target Vulkan, Metal, DX, GL or WASM+WebGPU with rust?
When people make claims like this, it would be good if they put the benchmarks on the first page. E.g, how does it compare with https://github.com/gfx-rs/wgpu which lets you target Vulkan, Metal, DX, GL or WASM+WebGPU with rust?
And it must be OK to claim "fast" as a goal, from the early stages of a project, even before it may be possible to create any meaningful benchmarks. As long as it's discernable for the intended audience the precise stage of development or maturity the project is currently at. Which, I believe, the project in question is communicating just fine ("still in early development").
https://github.com/EmbarkStudios/rust-gpu/tree/main/examples...
(on the "builder" directory it builds shaders with the spirv-builder crate)
I largely "optimized" it by smattering the code with #pragma unroll, which was exceptionally effective for the problem at hand, given that I had tons of statically defined loops that could be easily unrolled.
I know rust has a tendency to aggressively inline and flatten everything, but I'm curious about things like this, where it can be so important in this domain to ensure things are unrolled, as the loop conditionals can otherwise introduce pipeline/concurrency issues.
Like a "fast sports car" would obviously have to be faster than other sports cars. You couldn't (truthfully) make that claim if was faster than regular cars but slower than other sports cars.
"Accelerate Rust code by using the GPU" would be a more honest description.