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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>
74 lines
3.4 KiB
CMake
74 lines
3.4 KiB
CMake
# The UGC server (docs/UgcServer.md), in folders by role:
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# Bricks/ the client's brick data: primitives, Materials.xml, LU Toolbox's palette, the CDClient's module data
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# Model/ player models built from LXFML, car and rocket module combinations, glitter
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# Render/ the software rasterizer, ambient occlusion, hidden-face removal, rays, icon parameters and pose
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# Formats/ the files written for the client and the dashboard (NIF, DDS, PNG, sd0)
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# Processing/ the job queue and workers, the CPU budget, stored files
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# UgcServer.cpp the server: settings, the master link, HTTP routes
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# The pure part of the UGC server (brick data, meshes, rendering, file formats, storage), shared with the tests
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set(DUGC_SOURCES
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"Bricks/UgcBricks.cpp"
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"Bricks/UgcPalette.cpp"
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"Formats/UgcFormats.cpp"
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"Model/UgcGlitter.cpp"
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"Model/UgcModel.cpp"
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"Model/UgcModular.cpp"
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"Processing/UgcJobs.cpp"
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"Processing/UgcStorage.cpp"
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"Processing/UgcThrottle.cpp"
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"Render/UgcHsr.cpp"
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"Render/UgcIconParams.cpp"
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"Render/UgcIconPose.cpp"
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"Render/UgcRays.cpp"
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"Render/UgcRender.cpp"
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)
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add_library(dUgc STATIC ${DUGC_SOURCES})
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target_include_directories(dUgc PUBLIC "." "Bricks" "Formats" "Model" "Processing" "Render"
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"${PROJECT_SOURCE_DIR}/thirdparty/MD5" "${PROJECT_SOURCE_DIR}/thirdparty/nlohmann")
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target_link_libraries(dUgc PUBLIC dCommon glm::glm tinyxml2 MD5 PRIVATE embree)
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# Intel Open Image Denoise, when built with DLU_OIDN (thirdparty/CMakeLists.txt): the denoise=oidn setting
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if(DLU_OIDN)
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target_link_libraries(dUgc PRIVATE OpenImageDenoise)
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target_compile_definitions(dUgc PRIVATE DLU_OIDN)
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endif()
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# HIPRT and Orochi, when built with DLU_HIPRT (thirdparty/CMakeLists.txt): the ray_backend=hiprt setting
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if(DLU_HIPRT)
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target_sources(dUgc PRIVATE "Render/UgcRaysHiprt.cpp")
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# hiprtew's function pointers have the names of HIPRT's functions: hidden, or HIPRT's library would call them
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# instead of its own (the servers export their symbols)
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if(NOT MSVC)
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set_source_files_properties("Render/UgcRaysHiprt.cpp" PROPERTIES COMPILE_OPTIONS "-fvisibility=hidden")
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endif()
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target_include_directories(dUgc PRIVATE "${DLU_HIPRT_INCLUDE_DIR}")
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target_link_libraries(dUgc PRIVATE dlu_orochi)
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target_compile_definitions(dUgc PRIVATE DLU_HIPRT DLU_HIPRT_INCLUDE_DIR="${DLU_HIPRT_INCLUDE_DIR}")
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endif()
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add_executable(UgcServer "UgcServer.cpp" "Processing/UgcProcessor.cpp" "Bricks/UgcCdClient.cpp")
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target_include_directories(UgcServer PRIVATE
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"${PROJECT_SOURCE_DIR}/dCommon"
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"${PROJECT_SOURCE_DIR}/dCommon/dClient"
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"${PROJECT_SOURCE_DIR}/dCommon/dEnums"
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"${PROJECT_SOURCE_DIR}/dDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables"
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"${PROJECT_SOURCE_DIR}/dNet"
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"${PROJECT_SOURCE_DIR}/dWeb"
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"${PROJECT_SOURCE_DIR}/dServer"
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"${PROJECT_SOURCE_DIR}/thirdparty"
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"${PROJECT_SOURCE_DIR}/thirdparty/nlohmann"
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)
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target_compile_definitions(UgcServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
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target_link_libraries(UgcServer ${COMMON_LIBRARIES} dWeb dServer dUgc)
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# Rendering is far too slow unoptimized (minutes a model instead of seconds), so it is optimized in every build type
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if(NOT MSVC)
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set_source_files_properties("Render/UgcRender.cpp" "Render/UgcHsr.cpp" "Render/UgcRays.cpp" "Model/UgcModel.cpp" "Bricks/UgcPalette.cpp" "Model/UgcGlitter.cpp" PROPERTIES COMPILE_OPTIONS "-O2")
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endif()
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