@@ -88,6 +88,22 @@ platforms, including Windows, Linux, macOS, iOS[^1], Android, and the web[^2].
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By using Rust GPU and ` wgpu ` , we have a clean, portable setup with everything written in
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Rust.
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+ ## GPU program basics
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+
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+ The smallest unit of execution is a thread, which executes the GPU program.
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+ Workgroups are groups of threads: they are grouped together and run in parallel (they’re
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+ called [ thread blocks in
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+ CUDA] ( < https://en.wikipedia.org/wiki/Thread_block_(CUDA_programming) > ) ). They can access
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+ the same shared memory.
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+ We can dispatch many of these workgroups at once. CUDA calls this a grid (which is made
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+ of thread blocks).
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+
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+ Workgroups and dispatching workgroups are defined in 3D. The size of a workgroup is
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+ defined by ` compute(threads((x, y, z))) ` where the number of threads per workgroup is
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+ x \* y \* z.
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+
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## Writing the kernel
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### Kernel 1: Naive kernel
@@ -159,6 +175,35 @@ examples.
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:::
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+ #### Dispatching workgroups
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+ Each workgroup, since it’s only one thread (` #[spirv(compute(threads(1)))] ` ), processes
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+ one ` result[i, j] ` .
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+
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+ To calculate the full matrix, we need to launch as many entries as there are in the
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+ matrix. Here we specify that (` Uvec3::new(m * n, 1, 1 ` ) on the CPU:
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+
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+ import { RustNaiveWorkgroupCount } from './snippets/naive.tsx';
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+
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+ <RustNaiveWorkgroupCount />
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+
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+ The ` dispatch_count() ` function runs on the CPU and is used by the CPU-to-GPU API (in
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+ our case ` wgpu ` ) to configure and dispatch work to the GPU:
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+ import { RustNaiveDispatch } from './snippets/naive.tsx';
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+ <RustNaiveDispatch />
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+
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+ ::: warning
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+ This code appears more complicated than it needs to be. I abstracted the CPU-side code
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+ that talks to the GPU using generics and traits so I could easily slot in different
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+ kernels and their settings while writing the blog post.
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+ You could just hardcode the value for simplicity.
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+ :::
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+
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### Kernel 2: Moarrr threads!
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With the first kernel, we're only able to compute small square matrices due to limits on
@@ -187,33 +232,19 @@ import { RustWorkgroup256WorkgroupCount } from './snippets/workgroup_256.tsx';
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<RustWorkgroup256WorkgroupCount />
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- The ` dispatch_count() ` function runs on the CPU and is used by the CPU-to-GPU API (in
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- our case ` wgpu ` ) to configure and dispatch to the GPU:
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-
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- import { RustWorkgroup256WgpuDispatch } from './snippets/workgroup_256.tsx';
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-
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- <RustWorkgroup256WgpuDispatch />
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-
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- ::: warning
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-
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- This code appears more complicated than it needs to be. I abstracted the CPU-side code
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- that talks to the GPU using generics and traits so I could easily slot in different
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- kernels and their settings while writing the blog post.
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-
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- You could just hardcode a value for simplicity.
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-
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- :::
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+ With these two small changes we can handle larger matrices without hitting hardware
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+ workgroup limits.
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### Kernel 3: Calculating with 2D workgroups
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- However doing all the computation in "1 dimension" limits the matrix size we can
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+ However, doing all the computation in "1 dimension" still limits the matrix size we can
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calculate.
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Although we don't change much about our code, if we distribute our work in 2 dimensions
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we're able to bypass these limits and launch more workgroups that are larger. This
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allows us to calculate a 4096x4096 matmul.
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- We update our ` compute(threads(256))) ` to ` compute(threads((8, 8 ))) ` , and make the small
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+ We update our ` compute(threads(256))) ` to ` compute(threads((16, 16 ))) ` , and make the small
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change to ` row ` and ` col ` from Zach's post to increase speed:
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import { RustWorkgroup2d } from './snippets/workgroup_2d.tsx';
@@ -257,24 +288,29 @@ import { RustTiling2dSimd } from './snippets/tiling_2d_simd.tsx';
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Each thread now calculates a 4x4 grid of the output matrix and we see a slight
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improvement over the last kernel.
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+ To stay true to the spirit of Zach's original blog post, we'll wrap things up here and
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+ leave the "fancier" experiments for another time.
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+
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## Reflections on porting to Rust GPU
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Porting to Rust GPU went quickly, as the kernels Zach used were fairly simple. Most of
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the time was spent with concerns that were not specifically about writing GPU code. For
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example, deciding how much to abstract vs how much to make the code easy to follow, if
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everything should be available at runtime or if each kernel should be a compilation
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- target, etc. The code is not _ great_ as it is still blog post code!
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+ target, etc. [ The
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+ code] ( https://github.com/Rust-GPU/rust-gpu.github.io/tree/main/blog/2024-11-21-optimizing-matrix-mul/code )
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+ is not _ great_ as it is still blog post code!
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My background is not in GPU programming, but I do have Rust experience. I joined the
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Rust GPU project because I tried to use standard GPU languages and knew there must be a
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better way. Writing these GPU kernels felt like writing any other Rust code (other than
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- debugging, more on that later) which is a huge win to me. Not only the language itself,
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+ debugging, more on that later) which is a huge win to me. Not just the language itself,
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but the entire development experience.
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## Rust-specific party tricks
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Rust lets us write code for both the CPU and GPU in ways that are often impossible—or at
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- least less elegant—with other languages. I'm going to highlight some benefits of Rust I
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+ least less elegant—with other languages. I'm going to highlight some benefits I
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experienced while working on this blog post.
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### Shared code across GPU and CPU
@@ -351,8 +387,9 @@ Testing the kernel in isolation is useful, but it does not reflect how the GPU e
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it with multiple invocations across workgroups and dispatches. To test the kernel
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end-to-end, I needed a test harness that simulated this behavior on the CPU.
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- Building the harness was straightforward. By enforcing the same invariants as the GPU I
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- could validate the kernel under the same conditions the GPU would run it:
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+ Building the harness was straightforward due to the borrow checker. By enforcing the
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+ same invariants as the GPU I could validate the kernel under the same conditions the GPU
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+ would run it:
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import { RustCpuBackendHarness } from './snippets/party.tsx';
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@@ -484,10 +521,9 @@ future.
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This kernel doesn't use conditional compilation, but it's a key feature of Rust that
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works with Rust GPU. With ` #[cfg(...)] ` , you can adapt kernels to different hardware or
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configurations without duplicating code. GPU languages like WGSL or GLSL offer
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- preprocessor directives, but these tools lack standardization across ecosystems. Rust
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- GPU leverages the existing Cargo ecosystem, so conditional compilation follows the same
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- standards all Rust developers already know. This makes adapting kernels for different
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- targets easier and more maintainable.
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+ preprocessor directives, but these tools lack standardization across projects. Rust GPU
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+ leverages the existing Cargo ecosystem, so conditional compilation follows the same
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+ standards all Rust developers already know.
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## Come join us!
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