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feat(ugc): ray_backend=hiprt traces on the GPU with HIPRT and Orochi (optional build)
HIPRT (MIT) behind the CMake option DLU_HIPRT (off): its headers come from its SDK (HIPRT_ROOT, else ROCm's /opt/rocm) and are copied next to the servers; its library is loaded when first used (hiprtew), as HIP or CUDA are by Orochi (MIT, fetched pinned by hash; CUDA when its toolkit is found). The trace kernels (nearest hit skipping the triangle a ray leaves, any hit) are compiled the first time and kept in cache/hiprt. One GPU context for the process (hiprt_device picks the GPU); the workers take turns on it. When HIPRT, the GPU or a scene's upload fails, Embree is used instead, and the UGC server logs why at start. For a GPU the rays go in batches (UgcRays::Scene gets batch queries; the CPU backends answer them a ray at a time): - hidden faces: with a batch backend the paths are traced side by side, a bounce at a time (the path code split into Start, Scatter and Bounce, the one by one tracing unchanged); the same paths with the same random numbers, so the same triangles are decided (tested with builtin side by side) - the occlusion bake and the denoised icons' traced occlusion always ask in batches (the same rays, the same results) Its symbols are hidden: the servers export theirs (-rdynamic), and HIPRT's library, which has an Orochi of its own, would otherwise call ours. Check: configure with -DDLU_HIPRT=ON on a machine with ROCm (or HIPRT's SDK) and an AMD RDNA or NVIDIA GPU; UgcServer --make-model x.lxfml out hiprt; the UGC tests (hits, hidden faces and occlusion against builtin); a build without it leaves everything as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -146,8 +146,10 @@ hsr_method=toolbox
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hsr_fast_resolution=1024
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# What traces the rays of the hidden faces' paths and of the occlusion: builtin, embree (Intel Embree on the CPU) or
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# hiprt (the GPU, when built with DLU_HIPRT and the machine has one; else embree).
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# hiprt (the GPU, when built with DLU_HIPRT and the machine has one; else embree). hiprt_device: which GPU (0: the first
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# HIP or CUDA device; restart to change).
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ray_backend=builtin
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hiprt_device=0
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# denoise: off, or oidn (when built with DLU_OIDN; else off): a model's icon is drawn from its colors before the
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# occlusion bake with its occlusion traced per pixel (denoise_samples rays from each pixel of the supersampled image)
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