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CUDA has some drawbacks, but it as a very concise API doing a lot of stuff on your behalf. It lets you write "kernels" (compute shaders) in C++ and manage all the heavy stuff for you (creating buffers on device, host, compiling and scheduling the shaders ... if you did some OpenGL or Vulkan you know what we are talking about 🙂 ).
It is now available on Rust, and it's provided by NVIDIA so it should be here to stay.
It seems to be also very realistic about
what safe Rust and the borrow checker can and can't do.
There are other alternatives like the (recently rebooted ?)
rust-gpu which, for now, only allows you to write compute shaders in pure Rust, but leaves you alone with the GPU, and an hypothetical
spirv-oxide which should not be locked-in on NVIDIA hardware. »