| name | lc_runtime |
| description | Runtime API: Context, Device, Stream, buffers, images, ray tracing, and rasterization. |
LuisaCompute Runtime API
Covers luisa/runtime/ classes for GPU compute: context/device management, memory, execution, ray tracing, rasterization, presentation.
Context
#include <luisa/runtime/context.h>
luisa::compute::Context ctx{argv[0]};
for (auto &&backend : ctx.installed_backends()) {
auto names = ctx.backend_device_names(backend);
}
Device device = ctx.create_default_device();
Device
#include <luisa/runtime/device.h>
Device device = ctx.create_device("cuda");
DeviceConfig cfg{.device_index = 0, .inqueue_buffer_limit = false};
Device device = ctx.create_device("cuda", &cfg, true);
auto backend = device.backend_name();
auto warp = device.compute_warp_size();
Resource Creation
Buffer<float> buf = device.create_buffer<float>(1024);
Buffer<MyStruct> sbuf = device.create_buffer<MyStruct>(100);
Image<float> img = device.create_image<float>(PixelStorage::FLOAT4, w, h);
Image<float> mip = device.create_image<float>(PixelStorage::FLOAT4, w, h, mips);
Volume<float> vol = device.create_volume<float>(PixelStorage::FLOAT4, w, h, d);
ByteBuffer bb = device.create_byte_buffer(size_bytes);
BindlessArray heap = device.create_bindless_array(65536);
IndirectDispatchBuffer indirect = device.create_indirect_dispatch_buffer(capacity);
Stream
#include <luisa/runtime/stream.h>
Stream stream = device.create_stream();
Stream compute = device.create_stream(StreamTag::COMPUTE);
Stream graphics = device.create_stream(StreamTag::GRAPHICS);
stream.set_name("my stream");
Events
#include <luisa/runtime/event.h>
Event event = device.create_event();
TimelineEvent timeline = device.create_timeline_event();
stream << event.signal();
stream << event.wait();
stream << graphics_event.wait(frame_index);
stream << graphics_event.signal(frame_index);
timeline.synchronize(frame_index);
Buffer
#include <luisa/runtime/buffer.h>
Buffer<float> buf = device.create_buffer<float>(1024);
stream << buf.copy_from(host_data);
stream << buf.copy_to(host_data);
auto view = buf.view(offset, count);
auto elem_view = buf.view().as<float>();
buf.set_name("vertex data");
Buffer-to-Buffer Copy
Use BufferView::copy_from(BufferView<T>) or BufferView::copy_to(BufferView<T>) — these work in both normal and SAFE builds.
Buffer<float> src = device.create_buffer<float>(1024);
Buffer<float> dst = device.create_buffer<float>(1024);
Buffer<float> readback = device.create_buffer<float>(1024);
stream << dst.view().copy_from(src);
stream << readback.view().copy_from(src);
SAFE Build Mode (LUISA_ENABLE_SAFE_MODE)
Define LUISA_ENABLE_SAFE_MODE at build time to disable unsafe raw-pointer overloads, enabling runtime validation of buffer creation. This is controlled by the cmake option ENABLE_SAFE_MODE in the project.
What is excluded in SAFE mode (#ifndef LUISA_ENABLE_SAFE_MODE blocks in include/luisa/runtime/buffer.h):
| Class | Excluded overloads |
|---|
Buffer<T> | copy_to(void*) |
copy_to(BufferView<T>) | |
copy_to(const ByteBufferView&) | |
copy_from(const void*) | |
copy_from(const void*, move_only_function) | |
copy_from(BufferView<T>) | |
copy_from(const ByteBufferView&) | |
BufferView<T> | copy_to(void*) |
copy_from(const void*) | |
What remains available (works in both modes):
| API | Example |
|---|
Buffer::copy_to(luisa::span<U>) / Buffer::copy_from(luisa::span<U>) | buf.copy_from(luisa::span{host_vec}) |
BufferView::copy_to(luisa::span<U>) / BufferView::copy_from(luisa::span<U>) | buf.view().copy_to(luisa::span{host_vec}) |
BufferView::copy_to(BufferView<T>) / BufferView::copy_from(BufferView<T>) | dst.view().copy_from(src) |
BufferView::copy_to(const ByteBufferView&) / BufferView::copy_from(const ByteBufferView&) | buf.view().copy_to(byte_view) |
To pass the build in SAFE mode: Always go through BufferView or luisa::span overloads instead of the Buffer<T> convenience overloads that are guarded. For buffer-to-buffer copy, change dst.copy_from(src.view()) → dst.view().copy_from(src). For raw-pointer transfers, change buf.copy_from(data_ptr) → buf.copy_from(luisa::span{ptr, count}).
Image & Volume
#include <luisa/runtime/image.h>
Image<float> img = device.create_image<float>(PixelStorage::FLOAT4, w, h);
Image<float> img2 = device.create_image<float>(swapchain.backend_storage(), size);
#include <luisa/runtime/volume.h>
Volume<float> vol = device.create_volume<float>(PixelStorage::FLOAT4, w, h, d);
Sparse Images and Volumes
Sparse image/volume mip counts follow the same convention as regular textures:
zero requests the full chain and larger requests are clamped to the logical
maximum. Tile map and unmap regions are validated against the selected mip's
ceil-divided tile grid, not the base extent or a floor-divided grid. Counts
must be nonzero and range arithmetic must not wrap. Sparse copy regions use
the same validation, convert tiles to texel offsets, and clip the final partial
tile to the selected mip extent; buffer-backed copies must provide enough
bytes for that clipped texel region.
Sparse buffers use the same nonzero-count and checked-range rules over a
ceil-divided byte tile grid. Every sparse map operation requires a valid heap
created by the same DeviceInterface as the sparse resource.
Image in Kernels
Kernel2D k = [&](ImageFloat img) {
UInt2 coord = dispatch_id().xy();
Float4 c = img.read(coord);
img.write(coord, make_float4(1,0,0,1));
};
BindlessArray
#include <luisa/runtime/bindless_array.h>
BindlessArray heap = device.create_bindless_array(64);
heap.emplace_on_update(slot, buffer);
heap.emplace_on_update(slot, image, TextureSampler::linear_linear_mirror());
stream << heap.update() << synchronize();
Kernel1D k = [&](Var<BindlessArray> heap) {
auto v = heap.buffer<float>(slot).read(idx);
auto c = heap.texture2d(slot).sample(uv);
};
Swapchain
#include <luisa/runtime/swapchain.h>
Swapchain swapchain = device.create_swapchain(stream, SwapchainOption{
.display = window.native_display(),
.window = window.native_handle(),
.size = resolution,
.wants_hdr = false,
.wants_vsync = true,
.back_buffer_count = 3});
stream << swapchain.present(image);
Ray Tracing
#include <luisa/runtime/rtx/accel.h>
#include <luisa/runtime/rtx/mesh.h>
#include <luisa/runtime/rtx/curve.h>
Mesh mesh = device.create_mesh(vertex_buffer, triangle_buffer);
Accel accel = device.create_accel();
accel.emplace_back(mesh, transform);
accel.emplace_back(mesh, transform, visibility_mask);
stream << mesh.build() << accel.build();
stream << accel.update_instance_buffer();
Curve curve = device.create_curve(CurveBasis::CUBIC_BSPLINE, cp_buf, seg_buf);
Ray Tracing Kernel
Kernel2D trace = [&](AccelVar accel, BufferFloat4 img) {
Var<Ray> ray = make_ray(origin, direction);
Var<TriangleHit> hit = accel.intersect(ray, {});
$if (!hit->miss()) {
Float3 c = triangle_interpolate(hit.bary, v0, v1, v2);
};
};
Rasterization
#include <luisa/runtime/raster/depth_buffer.h>
#include <luisa/runtime/raster/raster_scene.h>
#include <luisa/runtime/raster/raster_shader.h>
DepthBuffer depth = device.create_depth_buffer(DepthFormat::D32, size);
auto raster_shader = device.compile(raster_kernel, mesh_format);
RasterScene scene = device.create_raster_scene(vertex_buffer, index_buffer);
CommandList
Batch commands for efficient submission:
CommandList cmdlist = CommandList::create();
cmdlist << kernel.dispatch(w, h) << buffer.copy_to(host_data);
stream << cmdlist.commit() << synchronize();
Prefer merging dispatch + transfers into one CommandList + single commit/synchronize over separate stream submissions.
Complete Example
#include <luisa/luisa-compute.h>
using namespace luisa::compute;
int main(int argc, char *argv[]) {
Context ctx{argv[0]};
Device device = ctx.create_device("cuda");
Stream stream = device.create_stream();
Buffer<float> buf = device.create_buffer<float>(1024);
Kernel1D k = [&](BufferVar<float> buf) {
auto idx = dispatch_id().x;
buf.write(idx, buf.read(idx) + 1.0f);
};
auto shader = device.compile(k);
stream << shader(buf).dispatch(1024) << synchronize();
}
Common Patterns
Multi-Stream Sync
Stream compute = device.create_stream(StreamTag::COMPUTE);
Stream graphics = device.create_stream(StreamTag::GRAPHICS);
Event event = device.create_event();
compute << shader().dispatch(w, h) << event.signal();
graphics << event.wait() << swapchain.present(img);
Triple Buffering
TimelineEvent timeline = device.create_timeline_event();
uint64_t frame = 0;
while (running) {
if (frame >= 3) timeline.synchronize(frame - 2);
stream << shader().dispatch(w, h) << timeline.signal(++frame);
}
Buffer Upload/Download
Always prefer luisa::span<T> overloads for SAFE-mode compatibility:
luisa::vector<float> host_data(1024, 1.0f);
stream << buf.copy_from(luisa::span{host_data}) << synchronize();
stream << buf.copy_to(luisa::span{host_data}) << synchronize();
Key Headers
| Header | Class |
|---|
luisa/runtime/context.h | Context |
luisa/runtime/device.h | Device |
luisa/runtime/stream.h | Stream |
luisa/runtime/event.h | Event, TimelineEvent |
luisa/runtime/buffer.h | Buffer |
luisa/runtime/image.h | Image |
luisa/runtime/volume.h | Volume |
luisa/runtime/swapchain.h | Swapchain |
luisa/runtime/bindless_array.h | BindlessArray |
luisa/runtime/dispatch_buffer.h | IndirectDispatchBuffer |
luisa/runtime/command_list.h | CommandList |
luisa/runtime/rtx/accel.h | Accel |
luisa/runtime/rtx/mesh.h | Mesh |
luisa/runtime/rtx/curve.h | Curve |
luisa/runtime/rtx/ray.h | Ray, hit types |
luisa/runtime/raster/raster_shader.h | RasterShader |
luisa/runtime/raster/raster_scene.h | RasterScene |