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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>
88 lines
3.9 KiB
C++
88 lines
3.9 KiB
C++
#pragma once
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#include <cstdint>
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#include <limits>
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#include <memory>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <glm/glm.hpp>
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#include "UgcModel.h"
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/**
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* Rays against a mesh's triangles, for the hidden faces' paths (the nearest hit) and the ambient occlusion rays
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* (whether anything is hit), by one of several backends (the ugc_ray_backend setting, or per job):
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* builtin: the UGC server's own bounding volume hierarchies (the ones it always had)
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* embree: Intel's Embree 4 on the CPU, on the thread that asks (no threads of its own)
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* hiprt: AMD's HIPRT on the GPU (AMD through HIP, NVIDIA through CUDA, loaded when first asked for by Orochi),
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* when built with DLU_HIPRT and a GPU is there; else embree. One GPU for the process, used by one thread
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* at a time; its time is not CPU time.
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* A scene is built and traced on the thread that asks, so its time counts towards that thread's CPU time
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* (UgcThrottle). Scenes aren't shared between threads. docs/UgcServer.md ("Processing options") has the details.
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*/
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namespace UgcRays {
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constexpr uint32_t NONE = std::numeric_limits<uint32_t>::max();
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constexpr float INF = std::numeric_limits<float>::infinity();
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enum class eBackend : uint8_t { BUILTIN = 0, EMBREE, HIPRT };
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// The setting's name of a backend (builtin, embree, hiprt)
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std::string_view Name(eBackend backend);
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// A backend by its name (case sensitive); nullopt for anything else
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std::optional<eBackend> Parse(std::string_view name);
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// Whether this build and machine can use the backend (builtin and embree always)
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bool Available(eBackend backend);
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// The backend that is used when `wanted` is asked for: itself, or embree when it isn't available
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eBackend Resolve(eBackend wanted);
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// Why a backend isn't available (empty when it is)
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std::string Problem(eBackend backend);
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struct Hit {
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float t{ INF };
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uint32_t triangle{ NONE };
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float u{}, v{}; // weights of the triangle's second and third vertex
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};
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// A ray of a batch (the layout the GPU kernels read too)
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struct Ray {
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glm::vec3 origin{};
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float minT{}; // Occluded: hits further than this count (Closest: further than 0)
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glm::vec3 direction{}; // unit
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float maxT{ INF }; // hits nearer than this count
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uint32_t skip{ NONE }; // Closest: the triangle never hit (the one the ray leaves)
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uint32_t padding[3]{};
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};
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static_assert(sizeof(Ray) == 48, "the GPU kernels read rays as 48 bytes");
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static_assert(sizeof(Hit) == 16, "the GPU kernels write hits as 16 bytes");
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class Scene {
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public:
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virtual ~Scene() = default;
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// The nearest triangle along the ray (unit direction) further than 0 and before `maxT`, never `skip` (the
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// triangle the ray leaves, as in Cycles); triangle NONE (and t = maxT) when there is none
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virtual Hit Closest(const glm::vec3& origin, const glm::vec3& direction, uint32_t skip = NONE, float maxT = INF) const = 0;
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// Whether the ray (unit direction) hits a triangle further than `minT` and nearer than `maxT`
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virtual bool Occluded(const glm::vec3& origin, const glm::vec3& direction, float minT, float maxT) const = 0;
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// Many rays at once, as the single ray queries answer them (a GPU answers a batch at the cost of one ray)
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virtual void Closest(const Ray* rays, Hit* hits, size_t count) const;
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virtual void Occluded(const Ray* rays, uint8_t* occluded, size_t count) const;
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// Whether the backend is only fast with big batches (a GPU): the callers then trace many paths side by side
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virtual bool PrefersBatches() const { return false; }
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};
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/**
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* The mesh's triangles as they are now (copied) in the backend Resolve(backend) picks. Throws std::runtime_error
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* when the backend fails.
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*/
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std::unique_ptr<Scene> Make(eBackend backend, const UgcModel::Mesh& mesh);
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// Which GPU hiprt uses (hiprt_device: 0 is the first HIP or CUDA device); before it is first used
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void SetGpuDevice(int index);
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}
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