Quick start
warning
This version of ZLUDA is under heavy development and will likely not work with your application yet. In the meantime, you are encouraged to try it and report results.
How to get it
ZLUDA evolves quickly, we recommend downloading the most recent pre-release version. Periodically, we mark a pre-release version as stable, you can download it from the "Releases" section on our Github page.
Usage
Windows
You should have a recent AMD GPU driver ("AMD Software: Adrenalin Edition") installed.
To run your application either:
- (Recommended) Copy all ZLUDA files (including
nvcuda.dll
) fromzluda
(if you downloaded a zip package) ortarget\release
(if you built from sources) into a path which your application uses to load CUDA. Paths vary application to application, but usually it's the directory where the .exe file is located - Use ZLUDA launcher:
ZLUDA launcher is known to be buggy and incomplete, but it's less invasive<ZLUDA_DIRECTORY>\zluda_with.exe -- <APPLICATION> <APPLICATION_ARGUMENTS>
Linux
Run your application like this:
-
Recommended method
LD_LIBRARY_PATH="<ZLUDA_DIRECTORY>:$LD_LIBRARY_PATH" <APPLICATION> <APPLICATION_ARGUMENTS>
where
<ZLUDA_DIRECTORY>
is the directory which contains ZLUDA-providedlibcuda.so
:zluda
if you downloaded a prebuilt package ortarget/release
if you built from sources. -
Alternative method
LD_PRELOAD="<ZLUDA_DIRECTORY>/zluda_preload" <APPLICATION> <APPLICATION_ARGUMENTS>
where
<ZLUDA_DIRECTORY>
is the directory which contains ZLUDA-providedlibcuda.so
:zluda
if you downloaded a prebuilt package ortarget/release
if you built from sources.
macOS
Not supported
Troubleshooting
Introduction
zluda_trace is a shim for the CUDA API which traces application's CUDA usage. If your application is encountering issues with ZLUDA, you should use zluda_trace to find out where and why ZLUDA fails.
Quick Start
Linux
Run your application like this:
AMD GPU:
ZLUDA_CUDA_LIB=<ZLUDA_DIRECTORY>/libcuda.so LD_LIBRARY_PATH=<ZLUDA_DIRECTORY>/trace/ \
ZLUDA_LOG_DIR=<LOG_DIRECTORY> <APPLICATION> <APPLICATION_ARGUMENTS>
NVIDIA GPU:
LD_LIBRARY_PATH=<ZLUDA_DIRECTORY>/trace/ \
ZLUDA_LOG_DIR=<LOG_DIRECTORY> <APPLICATION> <APPLICATION_ARGUMENTS>
If you're filing a GitHub
issue, please create
an archive with your logs from <LOG_DIRECTORY>
and attach it to the issue:
tar -cvf logs.tar.gz -C <LOG_DIRECTORY> .
Windows
Run your application like this:
AMD GPU:
export ZLUDA_CUDA_LIB=<ZLUDA_DIRECTORY>/nvcuda.dll
export ZLUDA_LOG_DIR=<LOG_DIRECTORY>
zluda_with.exe --nvcuda <ZLUDA_DIRECTORY>/zluda_trace.dll -- <APPLICATION> <APPLICATION_ARGUMENTS>
NVIDIA GPU:
export ZLUDA_LOG_DIR=<LOG_DIRECTORY>
zluda_with.exe --nvcuda <ZLUDA_DIRECTORY>/zluda_trace.dll -- <APPLICATION> <APPLICATION_ARGUMENTS>
If you're filing a GitHub
issue, please create
a .zip file with your logs from <LOG_DIRECTORY>
to attach to the
issue. In Windows Explorer, right click on <LOG_DIRECTORY>
and select
"Send to"/"Compressed (zipped) folder". Exact steps may vary between
Windows versions.
Explanation
LD_LIBRARY_PATH=<ZLUDA_DIRECTORY>/trace/
<ZLUDA_DIRECTORY>
is the directory that contains the ZLUDA driver (libcuda.so
and various other libraries). It will be target/release
if you built from
source, or zluda
if you downloaded one of the release packages. <ZLUDA_DIRECTORY>/trace
contains tracing shims for libcuda.so
(zluda_trace) and other CUDA libraries.
note
LD_LIBRARY_PATH
is an environment variable used by ld
, Linux's dynamic linker. It tells ld
that when it's looking for a shared library – for example, libcuda.so
– it should first look in a specific list of directories, before system paths. It's just like PATH
, but for shared libraries instead of executables.
ZLUDA_CUDA_LIB=<ZLUDA_DIRECTORY>/libcuda.so
By default, zluda_trace will log all calls and then redirect them to an actual
CUDA driver (libcuda.so
). In order to use ZLUDA, ZLUDA_CUDA_LIB
must be set
to the libcuda.so
provided by ZLUDA. If ZLUDA_CUDA_LIB
is not set,
zluda_trace will use NVIDIA’s libcuda.so
.
ZLUDA_LOG_DIR=<LOG_DIRECTORY>
By default, zluda_trace prints logs to stderr. In order to save them to a
file, as well as save other useful information, you must provide a
directory that they should be saved in – for example, /tmp/zluda
.
Understanding the zluda_trace output
Let's look at the zluda_trace output for a simple application. Here's a CUDA program that adds two numbers on the GPU:
#include <iostream>
__global__ void add(int a, int b, int *out) {
*out = a + b;
}
int main() {
int *result;
cudaMallocManaged(&result, sizeof(int));
add<<<1, 1>>>(1, 2, result);
cudaDeviceSynchronize();
std::cout << "result: " << *result << std::endl;
cudaFree(result);
return 0;
}
I've saved this file as add.cu
. ZLUDA doesn't successfully run this
application yet, so I'll compile it and run it using zluda_trace and CUDA
in order to demonstrate all of zluda_trace's features.
nvcc add.cu -o add -arch sm_80
LD_LIBRARY_PATH=~/ZLUDA/target/release/trace/ ZLUDA_TRACE_DIR=/tmp/zluda ./add
The last few lines should look something like:
[ZLUDA_TRACE] cuCtxSynchronize() -> CUDA_SUCCESS
result: 3
[ZLUDA_TRACE] {CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_get(value: 0x562c764a73c0, cu_ctx: 0x0, key: 0x562c764ba130) -> CUDA_SUCCESS
[ZLUDA_TRACE] cuMemFree_v2(dptr: 0x7f3ca2000000) -> CUDA_SUCCESS
[ZLUDA_TRACE] {CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_delete(context: 0x562c764ba760, key: 0x562c764ba130) -> CUDA_ERROR_DEINITIALIZED
[ZLUDA_TRACE] cuLibraryUnload(library: 0x562c773ffb10) -> CUDA_ERROR_DEINITIALIZED
[ZLUDA_TRACE] cuDevicePrimaryCtxRelease(dev: 0) -> CUDA_ERROR_DEINITIALIZED
Now, let's take a look at our log directory:
ls /tmp/zluda
add
zluda_trace creates a new directory for each run, based on the name of
the command. If the add
directory already existed, it'd create an add_1
directory, and so on. Next, let's look at that newly-created directory:
ls /tmp/zluda/add/
log.txt module_0001_01.elf module_0001_02.ptx
Let's take a look at each of these files.
log.txt
#no_wrap
cat /tmp/zluda/add/log.txt
# ...
# cuModuleGetFunction(hfunc: 0x55ee94d645d0, hmod: 0x55ee94d63c40, name: "_Z3addiiPi") -> CUDA_SUCCESS
# cuLaunchKernel(f: 0x55ee94d645d0, gridDimX: 1, gridDimY: 1, gridDimZ: 1, blockDimX: 1, blockDimY: 1, blockDimZ: 1, sharedMemBytes: 0, hStream: 0x0, kernelParams: 0x7fffe0fa193c, extra: NULL) -> CUDA_SUCCESS
# {CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_get(value: 0x55ee93e083c0, cu_ctx: 0x0, key: 0x55ee93e1b130) -> CUDA_SUCCESS
# cuCtxSynchronize() -> CUDA_SUCCESS
# {CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_get(value: 0x55ee93e083c0, cu_ctx: 0x0, key: 0x55ee93e1b130) -> CUDA_SUCCESS
# cuMemFree_v2(dptr: 0x7fbde6000000) -> CUDA_SUCCESS
# {CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_delete(context: 0x55ee93e1b760, key: 0x55ee93e1b130) -> CUDA_ERROR_DEINITIALIZED
# cuLibraryUnload(library: 0x55ee94d60ae0) -> CUDA_ERROR_DEINITIALIZED
# cuDevicePrimaryCtxRelease(dev: 0) -> CUDA_ERROR_DEINITIALIZED
As you can see, this is the same log that was written to stderr. It
records each call made to a CUDA library, the arguments it was passed,
and the status code returned. Most of these will be calls that you can
find in the NVIDIA documentation – for example,
cuModuleGetFunction
– but some of them aren't publicly documented.
For example, look at the calls to
{CONTEXT_LOCAL_STORAGE_INTERFACE_V0301}::context_local_storage_get
.
Calls with this format are to what we call NVIDIA's Dark API. We'll
write more documentation for this later, but for now all you need to
know are that these are from function pointer tables returned by
cuGetExportTable
.
We're looking at a very simple example, so it doesn't use any performance libraries. If you use zluda_trace for code calling one of NVIDIA's performance libraries, zluda_trace will log both the call to that library, and then all of the calls made by that library call. That looks like:
cublasCreate_v2(handle: 0x55e502373120) -> CUBLAS_STATUS_SUCCESS
cuGetProcAddress_v2(symbol: "", pfn: 0x0, cudaVersion: 0, flags: 0, symbolStatus: NULL) -> CUDA_ERROR_NOT_FOUND
The call to cublasCreate_v2
is making a call to cuGetProcAddress_v2
.
module_0001_01.elf
This is precompiled SASS assembly for a single GPU architecture.
module_0001_02.ptx
This is PTX assembly that is portable across many NVIDIA GPUs.
cat /tmp/zluda/add/module_0001_02.ptx
# //
# //
# //
# //
# //
# //
#
# .version 8.7
# .target sm_80
# .address_size 64
#
# //
#
# .visible .entry _Z3addiiPi(
# .param .u32 _Z3addiiPi_param_0,
# .param .u32 _Z3addiiPi_param_1,
# .param .u64 _Z3addiiPi_param_2
# )
# {
# .reg .b32 %r<4>;
# .reg .b64 %rd<3>;
#
#
# ld.param.u32 %r1, [_Z3addiiPi_param_0];
# ld.param.u32 %r2, [_Z3addiiPi_param_1];
# ld.param.u64 %rd1, [_Z3addiiPi_param_2];
# cvta.to.global.u64 %rd2, %rd1;
# add.s32 %r3, %r2, %r1;
# st.global.u32 [%rd2], %r3;
# ret;
#
# }
This is the add
function from add.cu
. _Z3addiiPi
is the add(int, int, int*)
after C++ name mangling.
Compiler logs
There's one more kind of file zluda_trace might produce: a compiler error
log file. When zluda_trace encounters a PTX module, it tries to compile
it with ZLUDA's PTX compiler. Any errors produced will be saved into a
module_NNNN_NN.log
file. For example, it might look like
Unrecognized statement "nanosleep.u32 %r101;"
We use this information to discover which PTX instructions are used by the application and not supported by ZLUDA.
FAQ
warning
For legal reasons we can't help you with the pre-rollback versions (older than 4). See more here: https://www.theregister.com/2024/08/09/amd_zluda_take_down
General
-
How I can donate to ZLUDA development?
The ZLUDA project is fully funded and only accepts donations of labor.
-
What organization is funding ZLUDA development?
This will be revealed in due time.
-
How can I follow ZLUDA's progress
- Join our Discord
- Every quarter we publish a progress report on ZLUDA's blog
Hardware
-
AMD GPU support?
ZLUDA supports AMD Radeon RX 5000 series and newer GPUs (both desktop and integrated). Older consumer GPUs (Polaris, Vega, etc.) and server‑class GPUs are not supported; these architectures differ significantly from recent desktop GPUs and would require substantial engineering effort. We expect that the near-future unified GPU architecture (UDNA) will be more similar to desktop GPUs.
-
Intel GPU support?
ZLUDA previously supported Intel GPUs, but not currently. It is possible to revive the Intel backend. The development team is focusing on high‑quality AMD GPU support and welcomes contributions.
-
NVIDIA GPU support?
Unlikely to ever be on the roadmap, because NVIDIA users can use the original CUDA. That said, if someone wants to add support we are open to contributions.
-
Qualcomm GPU support?
It would be interesting to have Qualcomm GPU support, but the development team is focusing on high‑quality AMD GPU support. We welcome contributions.
-
macOS support?
Unlikely to ever happen. There is very little non‑deprecated CUDA software for macOS, and what remains will soon be unsupported.
-
ZLUDA on top of OpenCL or Vulkan?
ZLUDA could be ported to OpenCL or Vulkan, but with significantly reduced functionality. This might be acceptable for a narrow use case, but it would not be as general‑purpose as using the native backend. Examples of features available with the current compilation path that are not exposed by either Vulkan or OpenCL:
- Disabling FP contraction
- Explicit alignment
- Some subgroup and group operations
- Bindless images
- Pointer casts
- Arbitrary virtual calls
- Inline assembly
- Rounding modes
- Denormal modes
Additionally, performance libraries (cuBLAS, cuDNN, etc.) cannot be easily mapped through Vulkan or OpenCL.
Software
-
PyTorch support?
PyTorch support is currently our top priority. We expect to have initial support fourth quarter of 2025.
-
Tensorflow support?
Tensorflow support is currently a top priority for ZLUDA and will follow PyTorch support.
-
Blender support
Blender is not on the roadmap, but it's often requested. Support might be added at certain point, but it's a low priority. If ZLUDA supports Blender, it will not support hardware ray-tracing (see Hardware ray-tracing (OptiX) support? section below).
-
Hardware ray-tracing (OptiX) support?
OptiX support is exceedingly complex. While it's built on top of CUDA, it uses its own dialect of PTX, uses its own host code and requires its own specific optimizations. It's unlikely that ZLUDA will ever support OptiX again. OptiX would require a very dedicated contributor (or team of contributors) to step in.
-
Support for games using 32 bit PhysX?
We are convinced that it's possible (both for AMD GPUs and NVIDIA GPUs). Necessary groundwork has been done (log collection) and there is a plan how to implement the feature. It's not on the roadmap and we are hoping for outside contributors to step in.
-
Support for games using 64 bit PhysX (GameWorks)?
It is definitely possible, pre-rollback ZLUDA had this capability. It's not on the roadmap and would require outside contributions.
-
DLSS support?
Previously DLSS support was blocked by a missing functionality in AMD's Direct3D driver: ability to enqueue HIP kernels into Direct3D command list. This functionality now ships in the newest driver and DLSS support should be possible. It's not on our roadmap, but if someone steps in to implement it, we'd be happy to merge.
Building
Dependencies
- Git
- CMake
- Python 3
- Rust compiler (recent version)
- C++ compiler
- (Linux only) HIP (instructions here)
- (Optional, but recommended) Ninja build system
Build steps
- Git clone the repo (make sure to use
--recursive
option to fetch submodules):
git clone --recursive https://github.com/vosen/ZLUDA.git
- Enter freshly cloned
ZLUDA
directory and build with cargo (this takes a while):cargo xtask --release
for Release buildcargo xtask
for Debug build