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I read the excellent post [Optimizing a WebGPU Matmul Kernel for 1TFLOP+
@@ -45,7 +44,8 @@ a low-level format that [most GPUs understand](https://vulkan.gpuinfo.org/). Sin
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SPIR-V is the format [Vulkan](https://www.vulkan.org/) uses, Rust GPU makes it possible
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to integrate Rust-based GPU programs into any Vulkan-compatible workflow[^1].
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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).
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For more details, check out the [Rust GPU website](http://Rust-gpu.github.io/) or the
@@ -54,9 +54,12 @@ what the GPU executes. However, Rust GPU doesn't dictate how you handle CPU-to-G
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communication or data transfer. You're free to choose a host CPU library written in
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whatever language that fits your project. Some popular options in Rust include:
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-**[ash](https://github.com/ash-rs/ash)**: Low-level Vulkan bindings for Rust, providing maximum control over Vulkan operations.
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-**[vulkano](https://github.com/vulkano-rs/vulkano)**: A higher-level Vulkan library that simplifies common tasks.
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-**[wgpu](https://github.com/gfx-rs/wgpu)**: A cross-platform library that abstracts GPU operations across Vulkan, DirectX, Metal, and WebGPU.
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-**[ash](https://github.com/ash-rs/ash)**: Low-level Vulkan bindings for Rust,
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providing maximum control over Vulkan operations.
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-**[vulkano](https://github.com/vulkano-rs/vulkano)**: A higher-level Vulkan library
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that simplifies common tasks.
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-**[wgpu](https://github.com/gfx-rs/wgpu)**: A cross-platform library that abstracts
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GPU operations across Vulkan, DirectX, Metal, and WebGPU.
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But again, you don't _have_ to use Rust for the CPU-side when using Rust on the GPU—any
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