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Talderigitoday at 12:40 PM1 replyview on HN

If you map Rust threads to warps, aren’t we basically turning the GPU into a very expensive CPU?


Replies

zozbot234today at 12:50 PM

This blog post doesn't address how GPU "threads" can be mapped to Rust SIMD/SPMD "lanes" yet, though it hints at that. I assume that this is planned to be a topic for a future blog post.

I'd like to understand how the overall amount of "warps" to be launched on the GPU is determined. Is it fixed at shader launch, or can warps be created and destroyed on demand? If it's fixed, these are more like CPU-side "virtual processors" (in OS terminology) than true OS "threads".