159 points by ashvardanian 13 hours ago | 9 comments
rfoo 2 hours ago
I'd recommend having a "gemm with a twist" [0] example in the README.md instead of having an element-wise example. It's pretty hard to evaluate how helpful this is for AI otherwise.

[0] For example, gemm but the lhs is in fp8 e4m3 and rhs is in bf16 and we want fp32 accumulation, output to bf16 after applying GELU.

nathanielsimard 28 minutes ago
One of the main author here, the readme isn't really well up-to-date. We have our own gemm implementation based on CubeCL. It's still moving a lot, but we support tensor cores, use warp operations (Plane Operations in CubeCL), we even added TMA instructions for CUDA.
ashvardanian 2 hours ago
Agreed! I was looking through the summation example < https://github.com/tracel-ai/cubecl/blob/main/examples/sum_t...> and it seems like the primary focus is on the more traditional pre-2018 GPU programming without explicit warp-level operations, asynchrony, atomics, barriers, or countless tensor-core operations.

The project feels very nice and it would be great to have more notes in the README on the excluded functionality to better scope its applicability in more advanced GPGPU scenarios.

nathanielsimard 27 minutes ago
We support warp operations, barriers for Cuda, atomics for most backends, tensor cores instructions as well. It's just not well documented on the readme!
0x7cfe 54 minutes ago
CubeCL is the computation backend for Burn (https://burn.dev/) - ML framework done by the same team which does all the tensor magic like autodiff, op fusion and dynamic graphs.
DarkmSparks 30 minutes ago
wow, what's the downsides to this? It feels like it could be one of the biggest leaps in programming in a long time, does it keep rusts safety aspects? How does it compare with say openCL?
bionhoward 1 hour ago
Praying to the kernel gods for some Rust FP8 training
gitroom 4 hours ago
Gotta say, the constant dance between all these GPU frameworks kinda wears me out sometimes - always chasing that better build, you know?
nathanielsimard 19 minutes ago
The need to build CubeCL came from the Burn deep learning framework (https://github.com/tracel-ai/burn), where we want to easily build algorithms like in CUDA with a real programming language, while also being able to integrate those algorithms inside a compiler at runtime to fuse dynamic graphs.

Since we don't want to rewrite everything multiple times, it also has to be multi-platform and optimal, so the feature set must be per-device, not per-language. I'm not aware of a tool that does that, especially in Rust (which Burn is written in).

kookamamie 4 hours ago
This reminds me of Halide (https://halide-lang.org/).

In Halide, the concept was great, yet the problems in kernel development were moved to the side of "scheduling", i.e. determining tiling/vectorization/parallellization for the kernel runs.

the__alchemist 10 hours ago
Love it. I've been using cudarc lately; would love to try this since it looks like it can share data structures between host and device (?). I infer that this is a higher-level abstraction.
zekrioca 12 hours ago
Very interesting project! I am wondering how it compare against OpenCL, which I think adopts the same fundamental idea (write once, run everywhere)? Is it about CUbeCL's internal optimization for Rust that happens at compile time?
fc417fc802 6 hours ago
This appears to be single source which would make it similar to SYCL.

Given that it can target WGPU I'm really wondering why OpenCL isn't included as a backend. One of my biggest complaints about GPGPU stuff is that so many of the solutions are GPU only, and often only target the vendor compute APIs (CUDA, ROCm) which have much narrower ecosystem support (versus an older core vulkan profile for example).

It's desirable to be able to target CPU for compatibility, debugging, and also because it can be nice to have a single solution for parallelizing all your data heavy work. The latter reduces mental overhead and permits more code reuse.

zekrioca 4 hours ago
Makes sense. And indeed, having OpenCL as a backend would be a very interesting extension.
nathanielsimard 10 hours ago
A lot of things happen at compile time, but you can execute arbitrary code in your kernel that executes at compile time, similar to generics, but with more flexibility. It's very natural to branch on a comptime config to select an algorithm.
unit149 9 hours ago
[dead]
LegNeato 12 hours ago
See also this overview for how it compares to other projects in the Rust and GPU ecosystem: https://rust-gpu.github.io/ecosystem/
qskousen 10 hours ago
Surprised this doesn't mention candle: https://github.com/huggingface/candle
the__alchemist 10 hours ago
I don't think that fits; that's a ML framework. The others in the link are general GPU frameworks.
adastra22 8 hours ago
Where is the Metal love…
Almondsetat 6 hours ago
Why would anyone love something born out of pure spite for industry standards?
37 minutes ago
m-schuetz 2 hours ago
To be fair, the industry standards all suck except for CUDA.
pjmlp 5 hours ago
For the same reason CUDA and ROCm are supported.
miohtama 2 hours ago
Apple is known to be not that great contributor to open source, unlike Nvidia, AMD, Intel.
pjmlp 2 hours ago
You should check Linus opinion on those.

Also, to whom do you have to thank LLVM exists in first place, and has not fizzled out as yet another university compiler research project?

syl20bnr 8 hours ago
It also compiles directly to MSL, it is just missing from the post title.
adastra22 7 hours ago
No it compiles indirectly through wgpu, which means it doesn’t have access to any Metal extensions not exposed by the wgpu interface.
syl20bnr 1 hour ago
I am the coder of the MSL dialect for the CubeCL CPP compiler. Since 0.5 release it directly compiles to MSL and support simdgroup matrix functions for instance. It does use wgpu for the runtime but without naga as we added msl pass through to wgpu just for this.
grovesNL 37 minutes ago
wgpu has some options to access backend-specific types and shader passthrough (i.e., you provide your own shader for a backend directly).

Generally wgpu is open to supporting any Metal extensions you need. There's usually an analogous extension in one of the other backends (e.g., Vulkan, DX12) anyway.

moffkalast 7 hours ago
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine.