computing_settings¶
Runtime compute and memory settings.
SETTINGS.computing holds the knobs that decide how much of the machine a
render may use and how much work is done eagerly – memory budgets, batch-prep
behaviour, the render device, and authoring-time controls.
The animation device is still initialization-only: it is where every Mob’s
authoring state is allocated, from the first Square() onward, so by the time
a script could ask for it the tensors already exist.
SETTINGS.computing.set(animation_device=...) raises with a message pointing
at ALGAN_ANIMATION_DEVICE rather than silently doing nothing.
The render device is settable, because nothing that outlives a render is
allocated on it: the arena is built per job, every cross-render geometry cache
is keyed by device, and Taichi’s arch is re-selected at render start (see
taichi_runtime.ensure_taichi_for_render). The one exception is a wide
attribute – a texture, which materializes its frame window on the render device
– and wide_attribute_device_pin()
refuses a change once one exists rather than letting the two disagree.
Classes
Runtime-adjustable memory, device and authoring controls. |