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The third ray backend, so every machine has a library for it: Embree on x86 CPUs (embree), HIPRT on AMD and NVIDIA GPUs (hiprt), Embree through SYCL on Intel Arc and Xe GPUs (embree-gpu). - CMake option DLU_EMBREE_SYCL (off). dUgcServer/EmbreeSycl is a project of its own built by a SYCL compiler (DLU_SYCL_CXX; icpx through ONEAPI_ROOT or the path, or the open source DPC++'s clang++ through DPCPP_ROOT) as an external project: Embree 4.4 with EMBREE_SYCL_SUPPORT, linked statically and bound inside (-Bsymbolic, only its C functions exported, so it never meets the servers' own Embree), and the GPU kernels (nearest hit skipping a ray's triangle, any hit), into libdlu_embree_sycl next to the servers - UgcRaysEmbreeGpu loads it the first time embree-gpu is asked for; one GPU for the process (embree_gpu_device picks it), the workers take turns, the occlusion rays in batches as for hiprt - without the build, the library or a supported Intel GPU it falls back to embree and says why (the UGC server's log at start, --make-model on stderr) - the option names, the settings page, the dashboard's picker, /reprocessproperty Verified here: the default build and ctest; the SYCL build with the open source DPC++ 7.1.0 (compiles, links against oneAPI's libsycl.so.9, exports only its C functions); on this machine (no Intel GPU) it loads, finds no GPU and falls back to embree. Not verified: tracing on an Intel GPU (none here). Check: on a machine with an Intel Arc or Xe GPU and oneAPI, configure with -DDLU_EMBREE_SYCL=ON and run UgcServer --make-model x.lxfml out embree-gpu; the UGC tests then compare it with Embree. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
26 lines
855 B
C++
26 lines
855 B
C++
#pragma once
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#include <memory>
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#include <string>
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#include "UgcRays.h"
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/**
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* UgcRays' embree-gpu backend (built with DLU_EMBREE_SYCL): Embree 4 on an Intel GPU (Arc, Xe) through SYCL, in
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* libdlu_embree_sycl next to the servers (built by a SYCL compiler, dUgcServer/EmbreeSycl), loaded when first asked for.
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* One GPU for the process; the threads take turns on it.
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*/
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namespace UgcRaysEmbreeGpu {
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// Whether it can be used: loads the library and sets the GPU up the first time
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bool Available();
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// Why it can't (empty when it can, or before it was first asked)
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std::string Problem();
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// The mesh on the GPU; null when the GPU fails (the caller uses another backend)
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std::unique_ptr<UgcRays::Scene> Make(const UgcModel::Mesh& mesh);
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// Which of the GPUs Embree supports (0: the first); before it is first used
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void SetDevice(int index);
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}
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