Files
DarkflameServer/dUgcServer/Render/UgcRaysHiprt.h
Aaron Kimbrell 07dbf30dc8 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>
2026-09-29 12:29:08 -05:00

26 lines
868 B
C++

#pragma once
#include <memory>
#include <string>
#include "UgcRays.h"
/**
* UgcRays' hiprt backend (built with DLU_HIPRT): AMD's HIPRT on the GPU, with HIP or CUDA loaded at run time through
* Orochi. One GPU context for the process; the threads take turns on it. The trace kernels are compiled the first time
* (HIPRT keeps them in its cache folder after that).
*/
namespace UgcRaysHiprt {
// Whether the GPU can be used: loads HIP or CUDA and HIPRT, makes the context and compiles the kernels the first time
bool Available();
// Why it can't (empty when it can, or before it was first asked)
std::string Problem();
// The mesh on the GPU; null when the GPU fails (the caller uses another backend)
std::unique_ptr<UgcRays::Scene> Make(const UgcModel::Mesh& mesh);
// Which device (0: the first); before it is first used
void SetDevice(int index);
}