@@ -88,6 +88,22 @@ platforms, including Windows, Linux, macOS, iOS[^1], Android, and the web[^2].
8888By using Rust GPU and ` wgpu ` , we have a clean, portable setup with everything written in
8989Rust.
9090
91+ ## GPU program basics
92+
93+ The smallest unit of execution is a thread, which executes the GPU program.
94+
95+ Workgroups are groups of threads: they are grouped together and run in parallel (they’re
96+ called [ thread blocks in
97+ CUDA] ( < https://en.wikipedia.org/wiki/Thread_block_(CUDA_programming) > ) ). They can access
98+ the same shared memory.
99+
100+ We can dispatch many of these workgroups at once. CUDA calls this a grid (which is made
101+ of thread blocks).
102+
103+ Workgroups and dispatching workgroups are defined in 3D. The size of a workgroup is
104+ defined by ` compute(threads((x, y, z))) ` where the number of threads per workgroup is
105+ x \* y \* z.
106+
91107## Writing the kernel
92108
93109### Kernel 1: Naive kernel
@@ -159,6 +175,35 @@ examples.
159175
160176:::
161177
178+ #### Dispatching workgroups
179+
180+ Each workgroup, since it’s only one thread (` #[spirv(compute(threads(1)))] ` ), processes
181+ one ` result[i, j] ` .
182+
183+ To calculate the full matrix, we need to launch as many entries as there are in the
184+ matrix. Here we specify that (` Uvec3::new(m * n, 1, 1 ` ) on the CPU:
185+
186+ import { RustNaiveWorkgroupCount } from './snippets/naive.tsx';
187+
188+ <RustNaiveWorkgroupCount />
189+
190+ The ` dispatch_count() ` function runs on the CPU and is used by the CPU-to-GPU API (in
191+ our case ` wgpu ` ) to configure and dispatch work to the GPU:
192+
193+ import { RustNaiveDispatch } from './snippets/naive.tsx';
194+
195+ <RustNaiveDispatch />
196+
197+ ::: warning
198+
199+ This code appears more complicated than it needs to be. I abstracted the CPU-side code
200+ that talks to the GPU using generics and traits so I could easily slot in different
201+ kernels and their settings while writing the blog post.
202+
203+ You could just hardcode the value for simplicity.
204+
205+ :::
206+
162207### Kernel 2: Moarrr threads!
163208
164209With 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';
187232
188233<RustWorkgroup256WorkgroupCount />
189234
190- The ` dispatch_count() ` function runs on the CPU and is used by the CPU-to-GPU API (in
191- our case ` wgpu ` ) to configure and dispatch to the GPU:
192-
193- import { RustWorkgroup256WgpuDispatch } from './snippets/workgroup_256.tsx';
194-
195- <RustWorkgroup256WgpuDispatch />
196-
197- ::: warning
198-
199- This code appears more complicated than it needs to be. I abstracted the CPU-side code
200- that talks to the GPU using generics and traits so I could easily slot in different
201- kernels and their settings while writing the blog post.
202-
203- You could just hardcode a value for simplicity.
204-
205- :::
235+ With these two small changes we can handle larger matrices without hitting hardware
236+ workgroup limits.
206237
207238### Kernel 3: Calculating with 2D workgroups
208239
209- However doing all the computation in "1 dimension" limits the matrix size we can
240+ However, doing all the computation in "1 dimension" still limits the matrix size we can
210241calculate.
211242
212243Although we don't change much about our code, if we distribute our work in 2 dimensions
213244we're able to bypass these limits and launch more workgroups that are larger. This
214245allows us to calculate a 4096x4096 matmul.
215246
216- We update our ` compute(threads(256))) ` to ` compute(threads((8, 8 ))) ` , and make the small
247+ We update our ` compute(threads(256))) ` to ` compute(threads((16, 16 ))) ` , and make the small
217248change to ` row ` and ` col ` from Zach's post to increase speed:
218249
219250import { RustWorkgroup2d } from './snippets/workgroup_2d.tsx';
@@ -257,24 +288,29 @@ import { RustTiling2dSimd } from './snippets/tiling_2d_simd.tsx';
257288Each thread now calculates a 4x4 grid of the output matrix and we see a slight
258289improvement over the last kernel.
259290
291+ To stay true to the spirit of Zach's original blog post, we'll wrap things up here and
292+ leave the "fancier" experiments for another time.
293+
260294## Reflections on porting to Rust GPU
261295
262296Porting to Rust GPU went quickly, as the kernels Zach used were fairly simple. Most of
263297the time was spent with concerns that were not specifically about writing GPU code. For
264298example, deciding how much to abstract vs how much to make the code easy to follow, if
265299everything should be available at runtime or if each kernel should be a compilation
266- target, etc. The code is not _ great_ as it is still blog post code!
300+ target, etc. [ The
301+ code] ( https://github.com/Rust-GPU/rust-gpu.github.io/tree/main/blog/2024-11-21-optimizing-matrix-mul/code )
302+ is not _ great_ as it is still blog post code!
267303
268304My background is not in GPU programming, but I do have Rust experience. I joined the
269305Rust GPU project because I tried to use standard GPU languages and knew there must be a
270306better way. Writing these GPU kernels felt like writing any other Rust code (other than
271- debugging, more on that later) which is a huge win to me. Not only the language itself,
307+ debugging, more on that later) which is a huge win to me. Not just the language itself,
272308but the entire development experience.
273309
274310## Rust-specific party tricks
275311
276312Rust lets us write code for both the CPU and GPU in ways that are often impossible—or at
277- least less elegant—with other languages. I'm going to highlight some benefits of Rust I
313+ least less elegant—with other languages. I'm going to highlight some benefits I
278314experienced while working on this blog post.
279315
280316### 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
351387it with multiple invocations across workgroups and dispatches. To test the kernel
352388end-to-end, I needed a test harness that simulated this behavior on the CPU.
353389
354- Building the harness was straightforward. By enforcing the same invariants as the GPU I
355- could validate the kernel under the same conditions the GPU would run it:
390+ Building the harness was straightforward due to the borrow checker. By enforcing the
391+ same invariants as the GPU I could validate the kernel under the same conditions the GPU
392+ would run it:
356393
357394import { RustCpuBackendHarness } from './snippets/party.tsx';
358395
@@ -484,10 +521,9 @@ future.
484521This kernel doesn't use conditional compilation, but it's a key feature of Rust that
485522works with Rust GPU. With ` #[cfg(...)] ` , you can adapt kernels to different hardware or
486523configurations without duplicating code. GPU languages like WGSL or GLSL offer
487- preprocessor directives, but these tools lack standardization across ecosystems. Rust
488- GPU leverages the existing Cargo ecosystem, so conditional compilation follows the same
489- standards all Rust developers already know. This makes adapting kernels for different
490- targets easier and more maintainable.
524+ preprocessor directives, but these tools lack standardization across projects. Rust GPU
525+ leverages the existing Cargo ecosystem, so conditional compilation follows the same
526+ standards all Rust developers already know.
491527
492528## Come join us!
493529
0 commit comments