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
This commit is contained in:
Lukas Stockner
2019-07-30 23:29:18 -07:00
parent c72f6b713f
commit feed46c4ae
2 changed files with 65 additions and 52 deletions

View File

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

View File

@@ -50,13 +50,10 @@ class SVMShaderManager : public ShaderManager {
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
protected:
/* Lock used to synchronize threaded nodes compilation. */
thread_spin_lock nodes_lock_;
void device_update_shader(Scene *scene,
Shader *shader,
Progress *progress,
array<int4> *global_svm_nodes);
array<int4> *svm_nodes);
};
/* Graph Compiler */