This guide covers how to build a version of the RPC server from llama.cpp that is compatible with your version of stable-diffusion.cpp to manage multi-backends setups. RPC allows you to offload specific model components to a remote server.
Note on Model Location: The model files (e.g.,
.safetensorsor.gguf) remain on the Client machine. The client parses the file and transmits the necessary tensor data and computational graphs to the server. The server does not need to store the model files locally.
First, you should build the client application from source. It requires SD_RPC=ON to include the RPC backend to your client.
mkdir build
cd build
cmake .. \
-DSD_RPC=ON \
# Add other build flags here (e.g., -DSD_VULKAN=ON)
cmake --build . --config Release -j $(nproc)Note: Ensure you add the other flags you would normally use (e.g.,
-DSD_VULKAN=ON,-DSD_CUDA=ON,-DSD_HIPBLAS=ON, or-DGGML_METAL=ON), for more information about buildingstable-diffusion.cppfrom source, please refer to the build.md documentation.
stable-diffusion.cpp's RPC client is designed to work with a specific version of llama.cpp (compatible with the ggml submodule) to ensure API compatibility. The commit hash for llama.cpp is stored in ggml/scripts/sync-llama.last.
Start from Root: Perform these steps from the root of your
stable-diffusion.cppdirectory.
-
Read the target commit hash from the submodule tracker:
# Linux / WSL / MacOS HASH=$(cat ggml/scripts/sync-llama.last) # Windows (PowerShell) $HASH = Get-Content -Path "ggml\scripts\sync-llama.last"
-
Clone
llama.cppat the target commit .git clone https://github.com/ggml-org/llama.cpp.git cd llama.cpp git checkout $HASH
To save on download time and storage, you can use a shallow clone to download only the target commit:
mkdir -p llama.cpp cd llama.cpp git init git remote add origin https://github.com/ggml-org/llama.cpp.git git fetch --depth 1 origin $HASH git checkout FETCH_HEAD
The RPC server acts as the worker. You must explicitly enable the backend (the hardware interface, such as CUDA for Nvidia, Metal for Apple Silicon, or Vulkan) when building, otherwise the server will default to using only the CPU.
To find the correct flags for your system, refer to the official documentation for the llama.cpp repository.
Crucial: You must include the compiler flags required to satisfy the API compatibility with
stable-diffusion.cpp(-DGGML_MAX_NAME=128). Without this flag,GGML_MAX_NAMEwill default to64for the server, and data transfers between the client and server will fail. Of course,-DGGML_RPCmust also be enabled.I recommend disabling the
LLAMA_CURLflag to avoid unnecessary dependencies, and disabling shared library builds to avoid potential conflicts.
Build Target: We are specifically building the
rpc-servertarget. This prevents the build system from compiling the entirellama.cppsuite (likellama-server), making the build significantly faster.
mkdir build
cd build
cmake .. -DGGML_RPC=ON \
-DGGML_VULKAN=ON \ # Ensure backend is enabled
-DGGML_BUILD_SHARED_LIBS=OFF \
-DLLAMA_CURL=OFF \
-DCMAKE_C_FLAGS=-DGGML_MAX_NAME=128 \
-DCMAKE_CXX_FLAGS=-DGGML_MAX_NAME=128
cmake --build . --config Release --target rpc-server -j $(nproc)mkdir build
cd build
cmake .. -DGGML_RPC=ON \
-DGGML_METAL=ON \
-DGGML_BUILD_SHARED_LIBS=OFF \
-DLLAMA_CURL=OFF \
-DCMAKE_C_FLAGS=-DGGML_MAX_NAME=128 \
-DCMAKE_CXX_FLAGS=-DGGML_MAX_NAME=128
cmake --build . --config Release --target rpc-servermkdir build
cd build
cmake .. -G "Visual Studio 17 2022" -A x64 `
-DGGML_RPC=ON `
-DGGML_VULKAN=ON `
-DGGML_BUILD_SHARED_LIBS=OFF `
-DLLAMA_CURL=OFF `
-DCMAKE_C_FLAGS=-DGGML_MAX_NAME=128 `
-DCMAKE_CXX_FLAGS=-DGGML_MAX_NAME=128
cmake --build . --config Release --target rpc-serverOnce both applications are built, you can run the server and the client to manage your GPU allocation.
Start the server. It listens for connections on the default address (usually localhost:50052). If your server is on a different machine, ensure the server binds to the correct interface and your firewall allows the connection.
On the Server : If running on the same machine, you can use the default address:
./rpc-serverIf you want to allow connections from other machines on the network:
./rpc-server --host 0.0.0.0Security Warning: The RPC server does not currently support authentication or encryption. Only run the server on trusted local networks. Never expose the RPC server directly to the open internet.
Drivers & Hardware: Ensure the Server machine has the necessary drivers installed and functional (e.g., Nvidia Drivers for CUDA, Vulkan SDK, or Metal). If no devices are found, the server will simply fallback to CPU usage.
If everything is working correctly, you can now run the client while offloading some or all of the work to the RPC server.
Example: Setting the main backend to the RPC0 device for doing all the work on the server.
./sd-cli -m models/sd1.5.safetensors -p "A cat" --rpc-servers localhost:50052 --backend RPC0You can connect the client to multiple RPC servers simultaneously to scale out your hardware usage.
Example: A main machine (192.168.1.10) with 3 GPUs, with one GPU running CUDA and the other two running Vulkan, and a second machine (192.168.1.11) only one GPU.
On the first machine (Running two server instances):
Terminal 1 (CUDA):
# Linux / WSL
export CUDA_VISIBLE_DEVICES=0
cd ./build_cuda/bin/Release
./rpc-server --host 0.0.0.0
# Windows PowerShell
$env:CUDA_VISIBLE_DEVICES="0"
cd .\build_cuda\bin\Release
./rpc-server --host 0.0.0.0Terminal 2 (Vulkan):
cd ./build_vulkan/bin/Release
# ignore the first GPU (used by CUDA server)
./rpc-server --host 0.0.0.0 --port 50053 -d Vulkan1,Vulkan2On the second machine:
cd ./build/bin/Release
./rpc-server --host 0.0.0.0On the Client: Pass multiple server addresses separated by commas.
./sd-cli --rpc-servers 192.168.1.10:50052,192.168.1.10:50053,192.168.1.11:50052 [...]The client will map these servers to sequential device IDs (e.g., RPC0 from the first server, RPC2, RPC3 from the second, and RPC4 from the third). With this setup, you could for example use RPC0 for the main backend, RPC1 and RPC2 for the text encoders, and RPC3 for the VAE.
RPC performance is heavily dependent on network bandwidth, as large weights and activations must be transferred back and forth over the network, especially for large models, or when using high resolutions. For best results, ensure your network connection is stable and has sufficient bandwidth (>1Gbps recommended). This shoumd not be a concern if you are running the server and client on the same machine, as the data transfer will happen over the loopback interface.