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Rust SIMD on the GPU

68 points4 hoursvectorware.com
O3marchnative1 hour ago

The author mentions Rust's portable SIMD library [0]. The only issue with portable SIMD is it's only available on nightly. I used it in my FFT crate, but we had to switch to the fearless_simd crate in order to get a portable SIMD solution that works on stable [1].

[0] https://doc.rust-lang.org/std/simd/index.html

[1] https://github.com/linebender/fearless_simd

camel-cdr34 minutes ago

I love how ever example of portable SIMD isn't portable.

They specifies a constant SIMD width so it's non-portable. Well, not performance portable, but why are we using SIMD again?

6r172 hours ago

My heard hurts - i was stupid enough to think that SIMD was a CPU only thing - I don't understand why it would be ported to GPU - huge kudos to managing to surprise me

chlorion1 hour ago

GPUs work on vectors and matrices very often, that's what they are good at, so it makes a lot of sense that they can operate with SIMD I think!

ismailmaj34 minutes ago

There is something very SIMD-coded in GPU programming which is coalesced stores/loads, if a warp (32 threads) handles contiguous memory, it will create ~4 transactions instead of 32.

hingler362 hours ago

Welcome to the lucky 10,000! SIMD is actually a pretty integral part of how GPUs are able to work efficiently, it's part of why there's such a strong focus on branchless programming in the field.

nynx1 hour ago

Do you have examples of complex algorithms running on the gpu with rust with competative performance? Radix sort might be a good one to start with

LegNeato2 hours ago

Author here, AMA.

PoignardAzur19 minutes ago

Any thoughts about SIMD-related crates?

lbhdc2 hours ago

What is vectorware's business model? Are you planning to sell support/consulting to companies using your stack? Or are you looking to sell licenses to your tool? Or something else?

LegNeato1 hour ago

The tentative plan is to open source all the compiler and `std` bits with our products built on top (compilers are not good businesses). More about our products coming in the next couple of months!

lbhdc45 minutes ago

Looking forward to reading more about it. Good luck on the launch :)

jcranmer2 hours ago

The post is kind of vague on the IR you're targeting. Can you give some examples of what the SIMD-ized IR looks like, and how it maps to the target PTX?

the__alchemist2 hours ago

I'm confused too. How does this fit between these approaches for paraellization:

  - CUDA kernels and Tiles (e.g. Cudarc, cuda-oxide, rust-gpu etc) - SIMD on the GPU. (E.g. as in the title...)
  - CPU SIMD using avx or SSE instructions (And probably thin wrappers for vectors so you can have sane syntax). Or the maybe-upcoming core simd which should abstract over architecture-specific instructions. Magic floats etc which do 4-16 computations at once, but are a bit clumsy to work with
  - Rayon thread pools - arbitrary parallel computations, including SIMD, one per CPU core.
It looks like from the code samples like maybe a cleaner syntax for writing code on the GPU than CUDA kernels? E.g. without mucking with serialization, host and device by abstracting over it? And inspired by core::simd. (Good choice if so, in the interest of standardizing on syntax; I did this for my x86 SIMD vector/quaternion lib as well)
LegNeato1 hour ago

Didn't want to go into crazy detail in the post.

Each family of operations is a trait parameterized by the operation itself:

  pub trait EvaluateReduction<Operation, T>: LaneEvaluator {
      /// Reduce one distributed definition to an ordinary uniform scalar.
      fn evaluate_reduction(&self, value: LaneValue<Self, role::Distributed, T>) -> T;
  }

Call sites name the operation:

  let one   = evaluator.splat::<Splat, _>(1_u32);
  let two   = evaluator.splat::<Splat, _>(2_u32);
  let three = evaluator.binary::<Add, _>(one, two);

  let total   = evaluator.reduce::<Sum, u32>(three);   // a uniform u32
  let running = <Executor as EvaluateScan<Scan<Sum, Exclusive>, u32>>::scan(&evaluator, three);

Operations like Sum, Max, ReduceXor, Inclusive, and Exclusive are all distinct types.

As mentioned in the post, execution shape is typed too. A static shuffle takes its control as a type-level constant, and the shuffle mode constrains which controls are expressible:

  // Shift down one lane, keeping our own value where the source is inactive.
  let down  = <Executor as EvaluateShuffle<Shuffle<Down>, DownOrSelf<1>, u32>>::shuffle(&ev, v);
  // Broadcast from lane zero.
  let bcast = <Executor as EvaluateShuffle<Shuffle<Broadcast>, WarpLane<0>, u32>>::shuffle(&ev, down);
  // Butterfly exchange with the neighbor one bit away.
  let bfly  = <Executor as EvaluateShuffle<Shuffle<Xor>, Butterfly<1>, u32>>::shuffle(&ev, bcast);

For an example of errors caught, a warp-scoped executor for a device-scoped barrier is a compile error:

  <ScopedWarpExecutor<'_, WarpUniform> as EvaluateBarrier<Barrier<Device>>>::barrier(evaluator)
  // error[E0277]: the trait bound `Device: NvptxBarrierScope` is not satisfied
  //               help: the trait `NvptxBarrierScope` is implemented for `Warp`

Strip mining is typed on the amount of work and the lane capacity, and it hands back one chunk at a time along with the predicate saying which lanes live in that chunk:

  // Six work items across four active lanes: two chunks, based at 0 and 4.
  <Executor as EvaluateStripMine<StripMine, (WorkItems, ActiveLanes<StripMined<4>>), i32>>::
      for_each_strip_mined(
          &evaluator,
          (WorkItems::new(6)?, ActiveLanes::new(4)?),
          |index, active| {
           // ...
          },
      );

Hopefully that gives the flavor of it.
lbhdc2 hours ago

This is really cool! It sounds like y'all have a compiler fork that you are using to make this work. I wanna tinker with this, is your compiler available?

LegNeato1 hour ago

It is not currently available but we intend to make it available after we launch our products.

Eridrus1 hour ago

Given the massive demand for GPUs for LLMs, what sorts of work do you expect to economically benefit from utilizing GPUs more?

LegNeato1 hour ago

Part of our thesis is that decent GPUs are in every shipping device and most software doesn't use them and should.

Eridrus57 minutes ago

I guess you're looking at consumer hardware then since servers have exactly what you pay for.

Can you say more about the application space you're targeting?

guess__who2 hours ago

[flagged]

efnx2 hours ago

Congrats to the Rust-GPU folks! Nice to see the good work flowing.

queisoy2 hours ago

[flagged]

rust-lang2 hours ago

Good job!

donald-trump26 minutes ago

We need American made rust.

the__alchemist2 hours ago

Hey - this is probably off-topic/meta, but what is going on with the comments here? Is it bots?

dev_l1x_be2 hours ago

No idea, but it seems HN needs POW challenges.

lukan1 hour ago

Could also just be trolls attracted by the Rust topic.

donald-trump29 minutes ago

100% tariff on trolls

lx-user2 hours ago

[flagged]

guess__who2 hours ago

[flagged]

LegNeato2 hours ago

We never mention anything about superiority nor compare with other languages or programming models. This post is about making existing Rust CPU code work on the GPU.

guess__who2 hours ago

I can read between the lines and the sentiment is just to 'show them the right way'.

HN people are too nice to acknowledge this. But deep down you know this is true.

kooi2 hours ago

Useless blabbering.

If you have real feedback, great, but it's useless to rip on the hard work of others without it.

fire_wheel2 hours ago

I am rewriting some components in rust - I dont like such sentiment. It negatively impacts the community.

Rust is better in so many ways.

throwaway8943452 hours ago

I'm not a Rust user apart from an occasional toy program here and there, but you seem really triggered about a language that other people use. What's the issue?

the__alchemist2 hours ago

I care because it means I can use this in a Rust program without a FFI barrier. Regrettably, we have built computing infrastructure as a society with many barriers; programming language is one.

extrem-RAM-shor2 hours ago

Rust is the best. No other language is fun enough to program.