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Use "Rust GPU" for the project name consistently.
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guide/src/faq.md

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@@ -148,18 +148,18 @@ a lot of them, and ease the burden of correctness from the developer.
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Besides, using Rust only adds to safety, it does not make CUDA *more* unsafe. This means there are only
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things to gain in terms of safety using Rust.
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## Why not use rust-gpu with compute shaders?
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## Why not use Rust GPU with compute shaders?
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The reasoning for this is the same reasoning as to why you would use CUDA over opengl/vulkan compute shaders:
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- CUDA usually outperforms shaders if kernels are written well and launch configurations are optimal.
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- CUDA has many useful features such as shared memory, unified memory, graphs, fine grained thread control, streams, the PTX ISA, etc.
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- rust-gpu does not perform many optimizations, and with rustc_codegen_ssa's less than ideal codegen, the optimizations by LLVM and libNVVM are needed.
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- Rust GPU does not perform many optimizations, and with rustc_codegen_ssa's less than ideal codegen, the optimizations by LLVM and libNVVM are needed.
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- SPIR-V is arguably still not suitable for serious GPU kernel codegen, it is underspecced, complex, and does not mention many things which are needed.
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While libNVVM (which uses a well documented subset of LLVM IR) and the PTX ISA are very thoroughly documented/specified.
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- rust-gpu is primarily focused on graphical shaders, compute shaders are secondary, which the Rust ecosystem needs, but it also
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- Rust GPU is primarily focused on graphical shaders, compute shaders are secondary, which the Rust ecosystem needs, but it also
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needs a project 100% focused on computing, and computing only.
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- SPIR-V cannot access many useful CUDA libraries such as OptiX, cuDNN, cuBLAS, etc.
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- SPIR-V debug info is still very young and rust-gpu cannot generate it. While rustc_codegen_nvvm does, which can be used
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- SPIR-V debug info is still very young and Rust GPU cannot generate it. While rustc_codegen_nvvm does, which can be used
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for profiling kernels in something like nsight compute.
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Moreover, CUDA is the primary tool used in big computing industries such as VFX and scientific computing. Therefore

guide/src/nvvm/types.md

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@@ -4,7 +4,7 @@ Types! who doesn't love types, especially those that cause libNVVM to randomly s
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Anyways, types are an integral part of the codegen and everything revolves around them and you will see them everywhere.
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rustc_codegen_ssa does not actually tell you what your type representation should be, it allows you to decide. For
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example, rust-gpu represents it as a `SpirvType` enum, while both rustc_codegen_llvm and our codegen represent it as
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example, Rust GPU represents it as a `SpirvType` enum, while both rustc_codegen_llvm and our codegen represent it as
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opaque LLVM types:
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```rs

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