1a0ccd8b17
Splits RenderBackend's per-voxel face-visibility extraction and tile shading out as GPU-offloadable steps (wgpu compute shaders), while keeping greedy-mesh merge/compaction CPU-only per the plan's "partial GPU rendering" design. RENDER_BACKEND=cpu|gpu|hybrid selects the strategy, falling back to cpu automatically (logged) if no compatible GPU adapter is found. Verified against a real GPU: all tests pass, including ones asserting byte-identical output between the cpu and gpu backends; a new benchmark example honestly shows cpu currently outperforming gpu/hybrid at realistic batch sizes since each call is its own dispatch/readback round trip rather than batched across a whole render batch (documented as a follow-up optimization). Also fixes two real, pre-existing gaps found while validating the worker's actual `docker build`: a missing .dockerignore was sending the local multi-GB target/ dir into the build context, and the Dockerfile's rust:1.80 pin was already too old for current transitive dependency MSRVs (bumped to rust:1.97). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015tKdPZt78zbPUZMXWzKEKt
31 lines
1.7 KiB
Bash
31 lines
1.7 KiB
Bash
DATABASE_URL=postgres://mcmapper:mcmapper@postgres:5432/mcmapper
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REDIS_URL=redis://redis:6379
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# See api/.env.example for what this points at and why — same shared MinIO instance/bucket,
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# same rule: MINIO_SECRET_KEY is real, set it in an untracked `.env` next to this file, never here.
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MINIO_ENDPOINT=192.168.0.3
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MINIO_PORT=28205
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MINIO_USE_SSL=false
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MINIO_ACCESS_KEY=mcmapper
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MINIO_SECRET_KEY=changeme-set-in-untracked-env
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# cpu | gpu | hybrid (Phase 8) — see render/mod.rs's RenderBackend doc comment. `gpu` offloads
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# tile shading and per-voxel face-visibility extraction to a wgpu compute shader; `hybrid` offloads
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# only tile shading and keeps meshing on CPU. Unrecognized values, and `gpu`/`hybrid` on a machine
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# with no compatible GPU adapter, fall back to `cpu` with a logged warning rather than crashing.
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RENDER_BACKEND=cpu
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# Thread count for the rayon pool that renders a batch of dirty chunks in parallel (see
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# config.rs/main.rs — a single 16x16 tile is too small for rayon to help within itself, so the
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# parallelism target is many chunks in flight at once). `auto` (default) uses
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# std::thread::available_parallelism(); set a positive integer to override (0/garbage also falls
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# back to auto).
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RENDER_THREADS=auto
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# server | consumer — tunes how many dirty-chunk entries are pulled off the Redis stream per
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# xread cycle before being rendered in parallel. `server` (default) batches more aggressively —
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# many small batches so every core on a many-core Xeon-style box stays fed; `consumer` uses
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# fewer, larger batches, less scheduling overhead per chunk on fewer/faster cores. Unrecognized
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# values fall back to `server`, matching this project's own primary deployment target.
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RENDER_PROFILE=server
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