For compute shaders, you can already do this with CubeCL: https://github.com/tracel-ai/cubecl You write kernels in a Rust DSL using #[cube], it supports WebGPU through WGSL and Vulkan through SPIR-V, along with CUDA,…
And to tie this back into GPU programming, Burn's backends use CubeCL, which lets you write compute kernels in a Rust DSL using `#[cube]`, with a JIT compiler and autotuning machinery. It targets CUDA, AMD, Metal,…
For compute shaders, you can already do this with CubeCL: https://github.com/tracel-ai/cubecl You write kernels in a Rust DSL using #[cube], it supports WebGPU through WGSL and Vulkan through SPIR-V, along with CUDA,…
And to tie this back into GPU programming, Burn's backends use CubeCL, which lets you write compute kernels in a Rust DSL using `#[cube]`, with a JIT compiler and autotuning machinery. It targets CUDA, AMD, Metal,…