Merge per-shader SVM nodes in the main update thread to avoid locking and resizing overhead
In a test file containing 1300 copies of the same shader, this reduces shader update time from 3.1 sec to 0.05 sec. Thanks to @swerner for noticing this issue. Reviewers: brecht, sergey, swerner Subscribers: swerner Differential Revision: https://developer.blender.org/D5376
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@@ -47,46 +47,23 @@ void SVMShaderManager::reset(Scene * /*scene*/)
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void SVMShaderManager::device_update_shader(Scene *scene,
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Shader *shader,
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Progress *progress,
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array<int4> *global_svm_nodes)
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array<int4> *svm_nodes)
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{
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if (progress->get_cancel()) {
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return;
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}
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assert(shader->graph);
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array<int4> svm_nodes;
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svm_nodes.push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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SVMCompiler::Summary summary;
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SVMCompiler compiler(scene->shader_manager, scene->image_manager, scene->light_manager);
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compiler.background = (shader == scene->default_background);
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compiler.compile(scene, shader, svm_nodes, 0, &summary);
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compiler.compile(scene, shader, *svm_nodes, 0, &summary);
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VLOG(2) << "Compilation summary:\n"
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<< "Shader name: " << shader->name << "\n"
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<< summary.full_report();
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nodes_lock_.lock();
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if (shader->use_mis && shader->has_surface_emission) {
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scene->light_manager->need_update = true;
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}
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/* The copy needs to be done inside the lock, if another thread resizes the array
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* while memcpy is running, it'll be copying into possibly invalid/freed ram.
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*/
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size_t global_nodes_size = global_svm_nodes->size();
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global_svm_nodes->resize(global_nodes_size + svm_nodes.size());
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/* Offset local SVM nodes to a global address space. */
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int4 &jump_node = (*global_svm_nodes)[shader->id];
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jump_node.y = svm_nodes[0].y + global_nodes_size - 1;
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jump_node.z = svm_nodes[0].z + global_nodes_size - 1;
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jump_node.w = svm_nodes[0].w + global_nodes_size - 1;
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/* Copy new nodes to global storage. */
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memcpy(&(*global_svm_nodes)[global_nodes_size],
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&svm_nodes[1],
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sizeof(int4) * (svm_nodes.size() - 1));
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nodes_lock_.unlock();
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}
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void SVMShaderManager::device_update(Device *device,
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@@ -97,7 +74,9 @@ void SVMShaderManager::device_update(Device *device,
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if (!need_update)
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return;
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VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
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const int num_shaders = scene->shaders.size();
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VLOG(1) << "Total " << num_shaders << " shaders.";
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double start_time = time_dt();
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@@ -107,20 +86,17 @@ void SVMShaderManager::device_update(Device *device,
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* svm_nodes */
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array<int4> svm_nodes;
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size_t i;
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for (i = 0; i < scene->shaders.size(); i++) {
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svm_nodes.push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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}
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/* Build all shaders. */
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TaskPool task_pool;
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foreach (Shader *shader, scene->shaders) {
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task_pool.push(
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function_bind(
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&SVMShaderManager::device_update_shader, this, scene, shader, &progress, &svm_nodes),
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false);
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vector<array<int4>> shader_svm_nodes(num_shaders);
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for (int i = 0; i < num_shaders; i++) {
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task_pool.push(function_bind(&SVMShaderManager::device_update_shader,
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this,
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scene,
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scene->shaders[i],
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&progress,
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&shader_svm_nodes[i]),
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false);
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}
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task_pool.wait_work();
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@@ -128,20 +104,60 @@ void SVMShaderManager::device_update(Device *device,
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return;
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}
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dscene->svm_nodes.steal_data(svm_nodes);
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dscene->svm_nodes.copy_to_device();
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for (i = 0; i < scene->shaders.size(); i++) {
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Shader *shader = scene->shaders[i];
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shader->need_update = false;
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/* The global node list contains a jump table (one node per shader)
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* followed by the nodes of all shaders. */
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int svm_nodes_size = num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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/* Since we're not copying the local jump node, the size ends up being one node lower. */
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svm_nodes_size += shader_svm_nodes[i].size() - 1;
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}
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int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size);
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int node_offset = num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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Shader *shader = scene->shaders[i];
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shader->need_update = false;
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if (shader->use_mis && shader->has_surface_emission) {
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scene->light_manager->need_update = true;
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}
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/* Update the global jump table.
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* Each compiled shader starts with a jump node that has offsets local
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* to the shader, so copy those and add the offset into the global node list. */
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int4 &global_jump_node = svm_nodes[shader->id];
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int4 &local_jump_node = shader_svm_nodes[i][0];
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global_jump_node.x = NODE_SHADER_JUMP;
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global_jump_node.y = local_jump_node.y - 1 + node_offset;
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global_jump_node.z = local_jump_node.z - 1 + node_offset;
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global_jump_node.w = local_jump_node.w - 1 + node_offset;
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node_offset += shader_svm_nodes[i].size() - 1;
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}
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/* Copy the nodes of each shader into the correct location. */
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svm_nodes += num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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int shader_size = shader_svm_nodes[i].size() - 1;
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memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size);
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svm_nodes += shader_size;
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}
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if (progress.get_cancel()) {
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return;
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}
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dscene->svm_nodes.copy_to_device();
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device_update_common(device, dscene, scene, progress);
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need_update = false;
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VLOG(1) << "Shader manager updated " << scene->shaders.size() << " shaders in "
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<< time_dt() - start_time << " seconds.";
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VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
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<< " seconds.";
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}
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void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
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