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Backend 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)

ResourceCreateDestroy
Buffercreate_buffer(Type*, size, external)destroy_buffer(uint64_t)
Texturecreate_texture(format, dim, w, h, d, mips, ...)destroy_texture(uint64_t)
Bindless Arraycreate_bindless_array(size, type)destroy_bindless_array(uint64_t)
Streamcreate_stream(StreamTag)destroy_stream(uint64_t)
Eventcreate_event()destroy_event(uint64_t)
Shadercreate_shader(ShaderOption, Function/IR)destroy_shader(uint64_t)
Meshcreate_mesh(AccelOption)destroy_mesh(uint64_t)
Curvecreate_curve(AccelOption)destroy_curve(uint64_t)
Procedural Primitivecreate_procedural_primitive(AccelOption)destroy_procedural_primitive(uint64_t)
Motion Instancecreate_motion_instance(AccelMotionOption)destroy_motion_instance(uint64_t)
Accelcreate_accel(AccelOption)destroy_accel(uint64_t)
Swapchaincreate_swapchain(SwapchainOption, stream)destroy_swapchain(uint64_t)

Execution

MethodPurpose
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

MethodPurpose
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

MethodPurpose
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 *Stream class 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

FilePurpose
<backend>_device.hDevice class inheriting DeviceInterface
<backend>_device.cppDevice implementation + exported C functions
<backend>_stream.h/cppStream/command queue implementation
<backend>_buffer.h/cppBuffer resource wrapper
<backend>_texture.h/cppTexture/image resource wrapper
<backend>_shader.h/cppShader/kernel compilation and management
<backend>_event.h/cppSynchronization primitives
CMakeLists.txtBuild configuration

Common Helper Files

FilePurpose
<backend>_command_encoder.h/cppCommand visitor implementation
<backend>_accel.h/cppRay tracing acceleration structures
<backend>_mesh.h/cppMesh geometry
<backend>_bindless_array.h/cppBindless resource arrays
<backend>_swapchain.h/cppDisplay presentation

Shared Common Files

From src/backends/common/:

  • default_binary_io.h/cpp — Shader caching I/O
  • export_version.inl.h — Version export include
  • hlsl/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

  1. Plugin Architecture: Backends are shared libraries loaded at runtime, not linked directly. This allows distributing backends separately and loading only what's available.
  2. Handle-based Resources: All resources are opaque uint64_t handles for ABI stability across backend boundaries.
  3. Visitor Pattern: Commands use double dispatch via MutableCommandVisitor for type-safe command handling.
  4. Version Checking: Strict version matching between runtime and backend prevents ABI mismatches.
  5. Validation Layer: Optional wrap-around validation can be enabled at device creation.
  6. BinaryIO Interface: Pluggable shader caching system via default_binary_io.