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Hey folks! This is more of a heads up than a question or anything, but I wanted to mention that if we want to implement GPU acceleration for the Rust implementation eventually, then WGPU could be a great option.
From what I saw on the C++ implementation it looked like we used the GPU for computing sha hashes, and maybe other stuff I didn't see.
We would probably have to implement the compute kernels in WGSL, ( or there's a slight possibility we could use rust with Rust-GPU, but that probably wouldn't work, it's just not mature enough and mainly targets vulkan ).
But WGPU is one of the most portable graphics abstractions out there, able to target Vulkan, Metal, DirectX, OpenGL, and WebGL ( with some limitations for WebGL and OpenGL, of course ), so that would be a nice advantage, to not require CUDA for the GPU acceleration, and it might even work in the browser with WebGL, depending on whether or not we could get past WebGL limitations ( like not having uniform buffer objects ).
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Hey folks! This is more of a heads up than a question or anything, but I wanted to mention that if we want to implement GPU acceleration for the Rust implementation eventually, then WGPU could be a great option.
From what I saw on the C++ implementation it looked like we used the GPU for computing sha hashes, and maybe other stuff I didn't see.
We would probably have to implement the compute kernels in WGSL, ( or there's a slight possibility we could use rust with Rust-GPU, but that probably wouldn't work, it's just not mature enough and mainly targets vulkan ).
But WGPU is one of the most portable graphics abstractions out there, able to target Vulkan, Metal, DirectX, OpenGL, and WebGL ( with some limitations for WebGL and OpenGL, of course ), so that would be a nice advantage, to not require CUDA for the GPU acceleration, and it might even work in the browser with WebGL, depending on whether or not we could get past WebGL limitations ( like not having uniform buffer objects ).
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