| ▲ | thrtythreeforty 6 days ago |
| Realistically though, a user can only hope to operate at (3) or maybe (4). So not as much of an add. (Abstraction layers do not stop at 6, by the way, they keep going with firmware and microarchitecture implementing what you think of as the instruction set.) |
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| ▲ | ivanjermakov 6 days ago | parent [-] |
| Don't know about you, but I consider 3 levels of abstraction a lot, especially when it comes to such black-boxy tech like GPUs. I suspect debugging this Rust code is impossible. |
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| ▲ | yjftsjthsd-h 6 days ago | parent | next [-] | | You posted this comment in a browser on an operating system running on at least one CPU using microcode. There are more layers inside those (the OS alone contains a laundry list of abstractions). Three levels of abstractions can be fine. | |
| ▲ | coolsunglasses 6 days ago | parent | prev | next [-] | | Debugging the Rust is the easy part. I write vanilla CUDA code that integrates with Rust and that one is the hard part. Abstracting over the GPU backend w/ more Rust isn't a big deal, most of it's SPIR-V anyway. I'm planning to stick with vanilla CUDA integrating with Rust via FFI for now but I'm eyeing this project as it could give me some options for a more maintainable and testable stack. | |
| ▲ | wiz21c 6 days ago | parent | prev [-] | | shader code is not exactly easy to debug for a start... |
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