backend_architecture
DevelopmentBackend plugin architecture, DeviceInterface API, dynamic loading, command encoding, and backend registration patterns in LuisaCompute
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LuisaCompute Backend Plugin Architecture
Overview
Backends are dynamically loaded plugins that implement the DeviceInterface API. Each backend is a separate shared library (luisa-backend-<name>.dll/.so/.dylib) discovered and loaded at runtime by Context.
DeviceInterface API Surface
Header: include/luisa/runtime/rhi/device_interface.h
All backends inherit from DeviceInterface and must implement:
Resource Lifecycle (Handle-based)
| Resource | Create | Destroy |
|---|---|---|
| Buffer | create_buffer(Type*, size, external) | destroy_buffer(uint64_t) |
| Texture | create_texture(format, dim, w, h, d, mips, ...) | destroy_texture(uint64_t) |
| Bindless Array | create_bindless_array(size, type) | destroy_bindless_array(uint64_t) |
| Stream | create_stream(StreamTag) | destroy_stream(uint64_t) |
| Event | create_event() | destroy_event(uint64_t) |
| Shader | create_shader(ShaderOption, Function/IR) | destroy_shader(uint64_t) |
| Mesh | create_mesh(AccelOption) | destroy_mesh(uint64_t) |
| Curve | create_curve(AccelOption) | destroy_curve(uint64_t) |
| Procedural Primitive | create_procedural_primitive(AccelOption) | destroy_procedural_primitive(uint64_t) |
| Motion Instance | create_motion_instance(AccelMotionOption) | destroy_motion_instance(uint64_t) |
| Accel | create_accel(AccelOption) | destroy_accel(uint64_t) |
| Swapchain | create_swapchain(SwapchainOption, stream) | destroy_swapchain(uint64_t) |
Execution
| Method | Purpose |
|---|---|
dispatch(stream_handle, CommandList) | Submit commands for execution |
synchronize_stream(stream_handle) | Host-wait for stream |
set_stream_log_callback(stream_handle, cb) | Set per-stream logging |
Queries & Extensions
| Method | Purpose |
|---|---|
native_handle() | Underlying API handle (CUcontext, VkDevice, etc.) |
compute_warp_size() | Warp/wavefront size (32 for CUDA, 1 for CPU/fallback) |
memory_granularity() | Memory allocation alignment |
query(property) | Device property queries |
extension(name) | Retrieve device extension interface |
set_name(handle, name) | Debug naming |
Event Synchronization
| Method | Purpose |
|---|---|
signal_event(handle, stream, value) | Signal timeline event |
wait_event(handle, stream, value) | Wait on timeline event |
is_event_completed(handle, value) | Poll event completion |
synchronize_event(handle, value) | Host-wait on event |
Dynamic Loading Mechanism
File: src/runtime/context.cpp
Backend Discovery
At startup, Context scans the runtime directory for files matching:
luisa-backend-*.so(Linux)luisa-backend-*.dll(Windows)luisa-backend-*.dylib(macOS)libluisa-backend-*(MinGW)
Backend Loading Flow
const BackendModule &load_backend(const luisa::string &backend_name) {
// 1. Check installed_backends list
// 2. Load dynamic library: luisa-backend-<name>.<ext>
// 3. Validate version: backend_version() must match LUISA_COMPUTE_VERSION
// 4. Extract function pointers:
// - creator: Device::Creator ("create")
// - deleter: Device::Deleter ("destroy")
// - backend_device_names: BackendDeviceNames ("backend_device_names")
}
Device Creation
Device Context::create_device(backend_name, settings, enable_validation) {
auto &m = _impl->load_backend(backend_name);
auto interface = m.creator(Context{_impl}, settings);
if (enable_validation) {
interface = wrap_with_validation(interface);
}
return Device{handle};
}
Backend Registration Pattern
Every backend must export three C functions with LUISA_EXPORT_API:
// File: src/backends/<name>/<name>_device.cpp
LUISA_EXPORT_API luisa::compute::DeviceInterface *create(
luisa::compute::Context &&ctx,
const luisa::compute::DeviceConfig *) noexcept {
return luisa::new_with_allocator<MyBackendDevice>(std::move(ctx));
}
LUISA_EXPORT_API void destroy(
luisa::compute::DeviceInterface *device) noexcept {
luisa::delete_with_allocator(device);
}
LUISA_EXPORT_API void backend_device_names(
luisa::vector<luisa::string> &names) noexcept {
names.clear();
names.emplace_back("cuda"); // or "cpu", "dx", "vk", etc.
}
Plus version export via src/backends/common/export_version.inl.h:
LUISA_EXPORT_API int backend_version() {
return LUISA_COMPUTE_VERSION;
}
Command Encoder Pattern
Commands are dispatched via the Visitor Pattern (MutableCommandVisitor):
class MyCommandEncoder : public MutableCommandVisitor {
MyStream *_stream;
void visit(BufferUploadCommand *cmd) noexcept override;
void visit(BufferDownloadCommand *cmd) noexcept override;
void visit(BufferCopyCommand *cmd) noexcept override;
void visit(ShaderDispatchCommand *cmd) noexcept override;
void visit(AccelBuildCommand *cmd) noexcept override;
void visit(MeshBuildCommand *cmd) noexcept override;
void visit(BindlessArrayUpdateCommand *cmd) noexcept override;
void visit(CustomCommand *cmd) noexcept override;
void commit(CommandList::CallbackContainer &&user_callbacks) noexcept;
};
Stream architecture:
- Each backend has a
*Streamclass owning the native stream/queue stream->dispatch(CommandList)visits all commands via the encoder- Callbacks are collected and executed after GPU work completes
Resource Handle Pattern
Resources are created as backend-specific classes and returned as opaque uint64_t handles:
auto buffer = new_with_allocator<CUDABuffer>(size);
return {
.handle = reinterpret_cast<uint64_t>(buffer),
.native_handle = reinterpret_cast<void *>(buffer->device_address())
};
Destruction recovers the typed pointer:
void destroy_buffer(uint64_t handle) noexcept {
auto buffer = reinterpret_cast<CUDABuffer *>(handle);
delete_with_allocator(buffer);
}
Files Every Backend Needs
Minimal Backend
| File | Purpose |
|---|---|
<backend>_device.h | Device class inheriting DeviceInterface |
<backend>_device.cpp | Device implementation + exported C functions |
<backend>_stream.h/cpp | Stream/command queue implementation |
<backend>_buffer.h/cpp | Buffer resource wrapper |
<backend>_texture.h/cpp | Texture/image resource wrapper |
<backend>_shader.h/cpp | Shader/kernel compilation and management |
<backend>_event.h/cpp | Synchronization primitives |
CMakeLists.txt | Build configuration |
Common Helper Files
| File | Purpose |
|---|---|
<backend>_command_encoder.h/cpp | Command visitor implementation |
<backend>_accel.h/cpp | Ray tracing acceleration structures |
<backend>_mesh.h/cpp | Mesh geometry |
<backend>_bindless_array.h/cpp | Bindless resource arrays |
<backend>_swapchain.h/cpp | Display presentation |
Shared Common Files
From src/backends/common/:
default_binary_io.h/cpp— Shader caching I/Oexport_version.inl.h— Version export includehlsl/builtin/— HLSL builtin headers/bytecode (DX backend)vulkan_swapchain.h/cpp— Shared Vulkan swapchain
Backend CMake Patterns
Registration Function
From src/backends/CMakeLists.txt:
function(luisa_compute_add_backend name)
cmake_parse_arguments(BACKEND "" "SUPPORT_DIR;BUILTIN_DIR" "SOURCES" ${ARGN})
add_library(luisa-compute-backend-${name} MODULE ${BACKEND_SOURCES})
target_link_libraries(luisa-compute-backend-${name} PRIVATE
luisa-compute-ast
luisa-compute-runtime
luisa-compute-gui)
set_target_properties(luisa-compute-backend-${name} PROPERTIES
OUTPUT_NAME luisa-backend-${name})
install(TARGETS luisa-compute-backend-${name}
LIBRARY DESTINATION ${CMAKE_INSTALL_BINDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
endfunction()
Minimal Example (CPU backend)
set(LUISA_COMPUTE_CPU_SOURCES
../common/rust_device_common.cpp ../common/rust_device_common.h
cpu_device.h cpu_device.cpp)
luisa_compute_add_backend(cpu SOURCES ${LUISA_COMPUTE_CPU_SOURCES})
target_link_libraries(luisa-compute-backend-cpu PRIVATE
luisa-compute-vulkan-swapchain
luisa-compute-rust-meta
luisa_compute_backend_impl)
Complex Example (Fallback backend)
find_package(LLVM CONFIG)
find_package(embree CONFIG)
if (LLVM_FOUND AND embree_FOUND)
set(LUISA_FALLBACK_BACKEND_SOURCES
fallback_device.cpp fallback_device.h
fallback_stream.cpp fallback_stream.h
# ... 20+ more files
)
luisa_compute_add_backend(fallback SOURCES ${LUISA_FALLBACK_BACKEND_SOURCES})
target_link_libraries(luisa-compute-backend-fallback PRIVATE
luisa-compute-xir
luisa-compute-vulkan-swapchain
embree)
luisa_compute_link_llvm_into_backend(fallback REQUIRED
COMPONENTS core executionengine ... )
endif()
Advanced Patterns (CUDA backend)
- Custom embedding commands for builtin kernels (
luisa_embed_device_lib) - Device runtime library embedding
- Optional components: nvCOMP, NVTT, OIDN
- Standalone compiler executable
- Platform-specific linking
Backend Codegen Pipeline
Within each backend, the compilation flow is:
AST/XIR Function
│
▼
┌─────────────────┐
│ Backend Codegen │ AST/XIR → native shader source (CUDA C++, HLSL, MSL, SPIR-V)
│ (per-backend) │
└────────┬────────┘
│
▼
┌─────────────────┐
│ Native Compiler │ NVRTC, DXC, Metal compiler, SPIR-V tools, etc.
│ (per-backend) │
└────────┬────────┘
│
▼
┌─────────────────┐
│ Shader Object │ PTX, DXIL, metallib, SPIR-V binary
│ (cached via │ Cached via BinaryIO interface
│ BinaryIO) │
└─────────────────┘
Key Design Decisions
- Plugin Architecture: Backends are shared libraries loaded at runtime, not linked directly. This allows distributing backends separately and loading only what's available.
- Handle-based Resources: All resources are opaque
uint64_thandles for ABI stability across backend boundaries. - Visitor Pattern: Commands use double dispatch via
MutableCommandVisitorfor type-safe command handling. - Version Checking: Strict version matching between runtime and backend prevents ABI mismatches.
- Validation Layer: Optional wrap-around validation can be enabled at device creation.
- BinaryIO Interface: Pluggable shader caching system via
default_binary_io.