Essentially, we solved the problem of writing our stack in a bulk-oriented way that Nvidia kernels can optimize. Think apache arrow, pure vectorized dataframe pipelines, etc. However, cudf is 'eager' with per-step CPU/GPU control plane coordination, even if the data plane lives on the GPU. Polars in theory moves to lazy scheduling that can allow deforesting optimizations for more bulk GPU-side control macro steps, but not really. Nvidia efforts to cut python asyncio costs for multitenant etc flows didn't pan out either. So enabling moving more to the GPU here is super interesting.
Will be watching!
Re: heterogenous workload: I'm told by a friend in HPC that the old advice about avoiding diverging branches within warps is no longer much of an issue – is that true?
GPU-wide memory is not quite as scarce on datacenter cards or systems with unified memory. One could also have local executors with local futures that are `!Send` and place in a faster address space.
Training pipelines are full of data preparation that are first written on CPU then moving to GPU and always thinking of what to keep on CPU and what to put on GPU, when is it worth to create a tensor, or should it be tiling instead. I guess your company is betting on solving problems like this (and async-await is needed for serving inference requests directly on the GPU for example).
My question is a little bit different: how do you want to handle the SIMD question: should a rust function be running on the warp as a machine with 32 long arrays as data types, or always ,,hope'' for autovectorization to work (especially with Rust's iter library helpers).
The anticipated benefits are similar to the benefits of async/await on CPU: better ergonomics for the developer writing concurrent code, better utilization of shared/limited resources, fewer concurrency bugs.
GPUs are still not practically-Turing-complete in the sense that there are strict restrictions on loops/goto/IO/waiting (there are a bunch of band-aids to make it pretend it's not a functional programming model).
So I am not sure retrofitting a Ferrari to cosplay an Amazon delivery van is useful other than for tech showcase?
Good tech showcase though :)
Here with the async/await approach, it seems like there needs to be manual book-keeping at runtime to know what has finished, what has not, and _then_ consider which warp should we put this new computation in. Do you anticipate that there will be measurable performance difference?
https://devblogs.microsoft.com/dotnet/bing-on-dotnet-8-the-i...
You mention futures are cooperative and GPUs lack interrupts, but GPU warps already have a hardware scheduler that preempts at the instruction level. ARe you intentionally working above that layer, or do you see a path to a fture executor that hooks into warp scheduling more directly to get preemptive-like behavior?
In years prior I wouldn't have even bothered, but it's 2026 and AMD's drivers actually come with a recent version of torch that 'just works' on windows. Anything is possible :)
(Beyond that, "executing the same code" on multiple instances of a single coroutine ought to be sometimes possible on an opportunistic basis.)
I assume tokio-like, i.e. work-stealing?
I hope they can minimize the bookkeeping costs because I don't see it gain traction in AI if it hurts big kernels performance.
Is the goal with this project (generally, not specifically async) to have an equivalent to e.g. CUDA, but in Rust? Or is there another intended use-case that I'm missing?
I am, bluntly, sick of Async taking over rust ecosystems. Embedded and web/HTTP have already fallen. I'm optimistic this won't take hold in GPU; well see. Async splits the ecosystem. I see it as the biggest threat to Rust staying a useful tool.
I use rust on the GPU for the following: 3d graphics via WGPU, cuFFT via FFI, custom kernels via Cudarc, and ML via Burn and Candle. Thankfully these are all Async-free.
> Async splits the ecosystem. I see it as the biggest threat to Rust staying a useful tool.
Someone somewhere convinced you there is a async coloring problem. That person was wrong, async is an inherent property of some operations. Adding it as a type level construct gives visibility to those inherent behaviors, and with that more freedom in how you compose them.
flip the colouring problem on its head