Files
solvecraft/docs/render-path.md
Andrzej Błasik cb05e1e0f7 GPU path tracer: run on Metal on macOS (#7183) (#7185)
* claim: #7183

* GPU path tracer runs on Metal on macOS, not only Vulkan (#3217)
2026-10-29 13:58:49 +00:00

158 lines
10 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Progressive product images
This integration is a draft. Final combined CPU, wasm and GPU verification and
full-resolution showcase acceptance remain incomplete. Test descriptions below
state intended coverage, not a claim that every backend has passed.
Native applications can register `solidcraft_gpu::path::host()` alongside the
existing CPU image host. `render.backends` then exposes `builtin/gpu-path` with
Preview, Image, PNG, Pbr, Progressive and Refraction. The browser keeps its CPU image host.
Device discovery follows `SOLIDCRAFT_GPU` and `WGPU_BACKEND`; a device which cannot
create the compute pipeline does not register an available path executor.
The native UI retains a factory for the viewport's selected adapter at installation,
without opening another device or compiling path shaders in Design (including safe-mode startup).
The first entry into Render starts preparation once, asynchronously; if the viewport arrives
later, that installation starts the already-requested preparation. Document changes retain
the pending/ready/failed host, and failures are not retried on each viewport installation.
It opens its independent job device on the viewport's selected adapter,
so software fallback and safe mode do not rediscover a failing hardware driver.
An incompatible explicit GPU policy leaves progressive rendering unavailable there.
The path tracer runs on Vulkan, or on Metal on macOS (#3217). A viewport on D3D12 is reopened on the
same GPU through Vulkan. Where there is no Vulkan or Metal driver (Windows over
Remote Desktop or on the WARP software adapter, older drivers), the path executor reports
itself unavailable and images render on the CPU. On an RTX 4090, D3D12 was never faster:
equal per sample with DXC and about 55% slower with FXC, and it compiles the path shader
at every start (about 82 s with DXC, about 2 hours with FXC), where Vulkan's compiled
pipelines persist between runs.
In the Render workspace, select **GPU path tracing** and samples per pixel before
checking or starting an image. These controls are transient image-job
intent that can also be retained in typed saved setups. Each new saved concept
uses the pending-format mechanism, without manually changing a version number.
The canvas switches between live product preview and a large completed-image result,
with Fit and 100% framing. Jobs report sample progress and export the completed PNG;
partial accumulation buffers are not displayed on the canvas.
```json
{"command":"render.start","params":{"settings":{"width":800,"height":600,"exposure_ev":0},"progressive":true,"samples":64,"max_depth":8,"seed":0}}
```
`render.preflight` accepts the same input. It resolves the Progressive capability
to the installed GPU host and performs admission without reserving memory. Start
checks again and returns the existing session/serial/generation identity. Progress
reports complete samples per pixel; a partially computed sample is not counted.
Cancel, status, retained-image ownership and atomic PNG export use the same host
protocol as CPU jobs. Defaults are 64 samples, depth 8 and seed 0; the bounds are
1–4096 samples and 1–16 bounces. Sampling controls require `progressive: true`.
Runtime request-only [glass overrides](render-transmission.md) and an optional
[thin-lens camera](render-thin-lens.md) and [clear coat](render-clear-coat.md) are available through those same commands.
Neither adds saved document fields. Positive aperture requires perspective.
```sh
solidcraft-cli render examples/render-path-studio.json --out enclosure.png --progressive --samples 64 --max-depth 8 --seed 0 --width 800 --height 600
```
The CLI explicitly fails if a progressive request has no suitable device. Ordinary
CPU requests retain their prior behavior. GPU PNG export averages linear radiance,
applies saved exposure and the selected tone map (Reinhard by default), then
encodes sRGB once. Runtime `aces_fitted` is described in
[studio lighting](render-studio-lighting.md). A
transparent background uses straight alpha; background color is independent of
illumination.
The original integrator uses software BVH traversal, opaque GGX/Smith/Schlick and
the symmetric diffuse attenuation defined by `render::surface`. Each hit evaluates
the three existing directional studio lights with shadow visibility. Continuation
samples a mixture of cosine-weighted diffuse and GGX normals with the combined
PDF; Russian roulette begins after four hits. There are indirect bounces, but no
environment illumination in the default legacy lighting profile. All legacy opaque colors use
linear-sRGB base color, metallic 0, roughness 0.5, IOR 1.5. Explicit face appearances
take precedence over body appearances.
Explicit optical appearances can now select smooth dielectric reflection,
refraction, Beer–Lambert absorption and ideal thin sheets; see
[the transmission contract](render-transmission.md). Preview opacity remains a
separate scalar-alpha approximation. Opacity below one without an explicit
transmission record is rejected by the path executor. Runtime
[area lights](render-studio-lighting.md), [sun/HDR environment lighting](render-environment.md)
and [opaque planar color/normal maps](render-runtime-textures.md) are available
through explicit job inputs. They do not add saved document fields. An optional bounded edge-aware a-trous
[denoiser](render-denoise.md) filters the final output while preserving raw accumulation.
Texture LOD/mipmap selection, EXR and Final mode remain unimplemented by this
executor; a path-traced preview does not declare those capabilities.
Each job builds a BVH over its immutable captured meshes with a sixteen-bin
surface-area heuristic on triangle centres; there is no cross-document cache to
confuse scene generations. A split is accepted only when a median split of its
larger side would still keep the tree within 30 levels, the shader's 32-entry
traversal stack; otherwise that node falls back to the median split. Traversal
tests both child boxes at their parent and visits the nearer first. On the
exploded coffee machine at 1080p and 8 samples per pixel, this halves render
time on an NVIDIA GB10 (opaque 4.95 s to 2.49 s, closed glass 5.65 s to
2.79 s) with bit-identical images. Positions are
rebased around the camera target before f32 upload. The upload packs indexed 32-byte position/normal vertices, 16-byte triangle records
(including material IDs), 64-byte resolved materials, four-byte planar patch IDs
and 32-byte BVH nodes. Geometry arrays share one buffer. The progressive executor
requires six storage buffers per stage for geometry, BVH, accumulation,
environment, textures and medium-failure counts; raster device requirements remain unchanged.
Geometry must be within 1e7 mm of the camera target. Opaque and thin-sheet ray
offsets use max(1e-5 mm, extent × 1e-7); closed glass instead retains an anchor
and local displacement with strictly positive intersections, as described in
[closed-glass boundaries](render-glass-boundaries.md). These are bounded preview
precision policies, not a robust CAD intersection oracle.
Each GPU dispatch computes at most 262,144 pixel paths at one sample index. The
worker waits for that dispatch before checking cancellation and issuing another.
A driver wait has a 30-second timeout; cancellation cannot preempt a stalled GPU
dispatch. Encoding yields every four rows. Invalid indices/normals, nonfinite
geometry, excessive dimensions and sampling controls are errors.
The GPU host admits at most 1,048,576 input triangles, 4096 pixels per side and
4,194,304 pixels in all. The actual storage-buffer limit may lower these caps.
The source geometry cap is 128 MiB and the per-host pool is 512 MiB, including
retained PNG leases. Conservative estimates account for CPU BVH construction,
serialized and device geometry, accumulation, readback, RGBA and PNG buffers.
Allocator/driver bookkeeping is not an OS quota. CPU and GPU workers have separate
pools and each retains the established two-entry queue bound; a document still
has at most two live jobs across both executors.
Validation lives in `gpu::path::tests` and engine render job tests. Set
`SOLIDCRAFT_REQUIRE_GPU=1` to make absence of an adapter fail device tests rather
than skip them. BRDF parity is checked against the f64 oracle with 0.3% relative
plus 2e-5 absolute tolerance. The near-white furnace allows 0.07 absolute error:
the existing single-scattering Schlick model is not a perfectly conserving pure
Lambertian surface, even at IOR 1. Same-adapter determinism compares the actual
linear buffers bit-for-bit; cross-adapter bitwise identity is not promised.
The ignored `path_performance` test builds a 1,048,576-triangle procedural sphere
and measures 1920×1080 dispatches, BVH construction and upload. Select sample count
with `SOLIDCRAFT_PATH_BENCH_SAMPLES` (default 1). Run it explicitly with a clear GPU
timing window; it is excluded from normal CI.
## Dispatch and device-loss behavior
Each new path job begins with 64 paths. Completed submissions target approximately
20 ms and grow at most twofold, bounded to 64–16384 paths; a short image tail is
smaller. Denoiser guide/filter passes use the same controller. Measured wall time
includes scheduling contention, so this is a conservative responsiveness policy,
not a promised GPU deadline or a substitute for the OS watchdog. Sample/seed and
pixel identities are unchanged by tile boundaries.
Actual device-loss callbacks, uncaptured device errors and failed completion waits
retire that native executor. Existing and new jobs refuse further device work;
preflight/session metadata reports it unavailable without inventing new capabilities.
The application must deliberately recreate a host to recover. Merely registering the
same cached host or opening another document does not advertise it as healthy again.
### Shared index-matched base response
The opaque base lobe uses the same Fresnel limit as `OpaqueSurface`: when the
base IOR is exactly one, the dielectric fraction has no interface reflection at
any angle. A metallic mixture retains its independently weighted conductor
fraction. This applies to the specular term and both diffuse transmission factors.
The existing actual-GPU BRDF oracle checks the limit at normal, oblique and grazing
angles against the f64 surface, including mixed metallic values. Clear-coat and
physical transmission contracts are unchanged by this base-lobe correction.