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test2/source/blender/functions/FN_multi_function_builder.hh

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup fn
*
* This file contains several utilities to create multi-functions with less redundant code.
*/
#include "FN_multi_function.hh"
namespace blender::fn::multi_function::build {
/**
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
* These presets determine what code is generated for a #CustomMF. Different presets make different
* trade-offs between run-time performance and compile-time/binary size.
*/
namespace exec_presets {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/** Method to execute a function in case devirtualization was not possible. */
enum class FallbackMode {
/** Access all elements in virtual arrays through virtual function calls. */
Simple,
/** Process elements in chunks to reduce virtual function call overhead. */
Materialized,
};
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/**
* The "naive" method for executing a #CustomMF. Every element is processed separately and input
* values are retrieved from the virtual arrays one by one. This generates the least amount of
* code, but is also the slowest method.
*/
struct Simple {
static constexpr bool use_devirtualization = false;
static constexpr FallbackMode fallback_mode = FallbackMode::Simple;
};
/**
* This is an improvement over the #Simple method. It still generates a relatively small amount of
* code, because the function is only instantiated once. It's generally faster than #Simple,
* because inputs are retrieved from the virtual arrays in chunks, reducing virtual method call
* overhead.
*/
struct Materialized {
static constexpr bool use_devirtualization = false;
static constexpr FallbackMode fallback_mode = FallbackMode::Materialized;
};
/**
* The most efficient preset, but also potentially generates a lot of code (exponential in the
* number of inputs of the function). It generates separate optimized loops for all combinations of
* inputs. This should be used for small functions of which all inputs are likely to be single
* values or spans, and the number of inputs is relatively small.
*/
struct AllSpanOrSingle {
static constexpr bool use_devirtualization = true;
static constexpr FallbackMode fallback_mode = FallbackMode::Materialized;
template<typename... ParamTags, typename... LoadedParams, size_t... I>
auto create_devirtualizers(TypeSequence<ParamTags...> /*param_tags*/,
std::index_sequence<I...> /*indices*/,
const std::tuple<LoadedParams...> &loaded_params) const
{
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
return std::make_tuple([&]() {
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
return GVArrayDevirtualizer<T, true, true>{varray_impl};
}
else if constexpr (ELEM(ParamTag::category,
ParamCategory::SingleOutput,
ParamCategory::SingleMutable))
{
T *ptr = std::get<I>(loaded_params);
return BasicDevirtualizer<T *>{ptr};
}
}()...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
};
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/**
* A slightly weaker variant of #AllSpanOrSingle. It generates less code, because it assumes that
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
* some of the inputs are most likely single values. It should be used for small functions which
* have too many inputs to make #AllSingleOrSpan a reasonable choice.
*/
template<size_t... Indices> struct SomeSpanOrSingle {
static constexpr bool use_devirtualization = true;
static constexpr FallbackMode fallback_mode = FallbackMode::Materialized;
template<typename... ParamTags, typename... LoadedParams, size_t... I>
auto create_devirtualizers(TypeSequence<ParamTags...> /*param_tags*/,
std::index_sequence<I...> /*indices*/,
const std::tuple<LoadedParams...> &loaded_params) const
{
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
return std::make_tuple([&]() {
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
constexpr bool UseSpan = ValueSequence<size_t, Indices...>::template contains<I>();
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
return GVArrayDevirtualizer<T, true, UseSpan>{varray_impl};
}
else if constexpr (ELEM(ParamTag::category,
ParamCategory::SingleOutput,
ParamCategory::SingleMutable))
{
T *ptr = std::get<I>(loaded_params);
return BasicDevirtualizer<T *>{ptr};
}
}()...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
};
} // namespace exec_presets
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
namespace detail {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/**
* Executes #element_fn for all indices in the mask. The passed in #args contain the input as well
* as output parameters. Usually types in #args are devirtualized (e.g. a `Span<int>` is passed in
* instead of a `VArray<int>`).
*/
template<typename MaskT, typename... Args, typename... ParamTags, size_t... I, typename ElementFn>
/* Perform additional optimizations on this loop because it is a very hot loop. For example, the
2023-03-09 10:39:49 +11:00
* math node in geometry nodes is processed here. */
#if (defined(__GNUC__) && !defined(__clang__))
[[gnu::optimize("-funroll-loops")]] [[gnu::optimize("O3")]]
#endif
inline void execute_array(TypeSequence<ParamTags...> /*param_tags*/,
std::index_sequence<I...> /*indices*/,
ElementFn element_fn,
MaskT mask,
/* Use restrict to tell the compiler that pointer inputs do not alias
* each other. This is important for some compiler optimizations. */
Args &&__restrict... args)
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
{
if constexpr (std::is_same_v<std::decay_t<MaskT>, IndexRange>) {
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/* Having this explicit loop is necessary for MSVC to be able to vectorize this. */
const int64_t start = mask.start();
const int64_t end = mask.one_after_last();
for (int64_t i = start; i < end; i++) {
element_fn(args[i]...);
}
}
else {
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
for (const int64_t i : mask) {
element_fn(args[i]...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
}
enum class MaterializeArgMode {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
Unknown,
Single,
Span,
Materialized,
};
template<typename ParamTag> struct MaterializeArgInfo {
MaterializeArgMode mode = MaterializeArgMode::Unknown;
const typename ParamTag::base_type *internal_span_data;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
};
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/**
* Similar to #execute_array but is only used with arrays and does not need a mask.
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
*/
template<typename... ParamTags, typename ElementFn, typename... Chunks>
#if (defined(__GNUC__) && !defined(__clang__))
[[gnu::optimize("-funroll-loops")]] [[gnu::optimize("O3")]]
#endif
inline void execute_materialized_impl(TypeSequence<ParamTags...> /*param_tags*/,
const ElementFn element_fn,
const int64_t size,
Chunks &&__restrict... chunks)
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
{
for (int64_t i = 0; i < size; i++) {
element_fn(chunks[i]...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/**
* Executes #element_fn for all indices in #mask. However, instead of processing every element
* separately, processing happens in chunks. This allows retrieving from input virtual arrays in
* chunks, which reduces virtual function call overhead.
*/
template<typename... ParamTags, size_t... I, typename ElementFn, typename... LoadedParams>
inline void execute_materialized(TypeSequence<ParamTags...> /*param_tags*/,
std::index_sequence<I...> /*indices*/,
2023-01-07 23:49:36 +01:00
const ElementFn element_fn,
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
const IndexMaskSegment mask,
2023-01-07 23:49:36 +01:00
const std::tuple<LoadedParams...> &loaded_params)
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
{
/* In theory, all elements could be processed in one chunk. However, that has the disadvantage
* that large temporary arrays are needed. Using small chunks allows using small arrays, which
* are reused multiple times, which improves cache efficiency. The chunk size also shouldn't be
* too small, because then overhead of the outer loop over chunks becomes significant again. */
static constexpr int64_t MaxChunkSize = 64;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
const int64_t mask_size = mask.size();
const int64_t tmp_buffer_size = std::min(mask_size, MaxChunkSize);
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Local buffers that are used to temporarily store values for processing. */
std::tuple<TypedBuffer<typename ParamTags::base_type, MaxChunkSize>...> temporary_buffers;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Information about every parameter. */
std::tuple<MaterializeArgInfo<ParamTags>...> args_info;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
(
/* Setup information for all parameters. */
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(args_info);
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
const CommonVArrayInfo common_info = varray_impl.common_info();
if (common_info.type == CommonVArrayInfo::Type::Single) {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* If an input #VArray is a single value, we have to fill the buffer with that value
* only once. The same unchanged buffer can then be reused in every chunk. */
const T &in_single = *static_cast<const T *>(common_info.data);
T *tmp_buffer = std::get<I>(temporary_buffers).ptr();
uninitialized_fill_n(tmp_buffer, tmp_buffer_size, in_single);
arg_info.mode = MaterializeArgMode::Single;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
else if (common_info.type == CommonVArrayInfo::Type::Span) {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Remember the span so that it doesn't have to be retrieved in every iteration. */
arg_info.internal_span_data = static_cast<const T *>(common_info.data);
}
else {
arg_info.internal_span_data = nullptr;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
}
}(),
...);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
IndexMaskFromSegment index_mask_from_segment;
const int64_t segment_offset = mask.offset();
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Outer loop over all chunks. */
for (int64_t chunk_start = 0; chunk_start < mask_size; chunk_start += MaxChunkSize) {
const int64_t chunk_end = std::min<int64_t>(chunk_start + MaxChunkSize, mask_size);
const int64_t chunk_size = chunk_end - chunk_start;
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
const IndexMaskSegment sliced_mask = mask.slice(chunk_start, chunk_size);
const int64_t mask_start = sliced_mask[0];
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
const bool sliced_mask_is_range = unique_sorted_indices::non_empty_is_range(
sliced_mask.base_span());
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Move mutable data into temporary array. */
if (!sliced_mask_is_range) {
(
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
if constexpr (ParamTag::category == ParamCategory::SingleMutable) {
T *tmp_buffer = std::get<I>(temporary_buffers).ptr();
T *param_buffer = std::get<I>(loaded_params);
for (int64_t i = 0; i < chunk_size; i++) {
new (tmp_buffer + i) T(std::move(param_buffer[sliced_mask[i]]));
}
}
}(),
...);
}
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
const IndexMask *current_segment_mask = nullptr;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
execute_materialized_impl(
TypeSequence<ParamTags...>(),
element_fn,
chunk_size,
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Prepare every parameter for this chunk. */
[&] {
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(args_info);
T *tmp_buffer = std::get<I>(temporary_buffers);
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
if (arg_info.mode == MaterializeArgMode::Single) {
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* The single value has been filled into a buffer already reused for every chunk. */
return const_cast<const T *>(tmp_buffer);
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
if (sliced_mask_is_range && arg_info.internal_span_data != nullptr) {
/* In this case we can just use an existing span instead of "compressing" it into
* a new temporary buffer. */
arg_info.mode = MaterializeArgMode::Span;
return arg_info.internal_span_data + mask_start;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
if (current_segment_mask == nullptr) {
current_segment_mask = &index_mask_from_segment.update(
{segment_offset, sliced_mask.base_span()});
}
/* As a fallback, do a virtual function call to retrieve all elements in the current
* chunk. The elements are stored in a temporary buffer reused for every chunk. */
varray_impl.materialize_compressed(*current_segment_mask, tmp_buffer, true);
/* Remember that this parameter has been materialized, so that the values are
* destructed properly when the chunk is done. */
arg_info.mode = MaterializeArgMode::Materialized;
return const_cast<const T *>(tmp_buffer);
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
else if constexpr (ELEM(ParamTag::category,
ParamCategory::SingleOutput,
ParamCategory::SingleMutable))
{
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* For outputs, just pass a pointer. This is important so that `__restrict` works. */
if (sliced_mask_is_range) {
/* Can write into the caller-provided buffer directly. */
T *param_buffer = std::get<I>(loaded_params);
return param_buffer + mask_start;
}
/* Use the temporary buffer. The values will have to be copied out of that
* buffer into the caller-provided buffer afterwards. */
return tmp_buffer;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
}()...);
/* Relocate outputs from temporary buffers to buffers provided by caller. */
if (!sliced_mask_is_range) {
(
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
if constexpr (ELEM(ParamTag::category,
ParamCategory::SingleOutput,
ParamCategory::SingleMutable))
{
T *tmp_buffer = std::get<I>(temporary_buffers).ptr();
T *param_buffer = std::get<I>(loaded_params);
for (int64_t i = 0; i < chunk_size; i++) {
new (param_buffer + sliced_mask[i]) T(std::move(tmp_buffer[i]));
std::destroy_at(tmp_buffer + i);
}
}
}(),
...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
(
/* Destruct values that have been materialized before. */
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(args_info);
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
if (arg_info.mode == MaterializeArgMode::Materialized) {
T *tmp_buffer = std::get<I>(temporary_buffers).ptr();
destruct_n(tmp_buffer, chunk_size);
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
}
}(),
...);
}
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
(
/* Destruct buffers for single value inputs. */
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(args_info);
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
if (arg_info.mode == MaterializeArgMode::Single) {
T *tmp_buffer = std::get<I>(temporary_buffers).ptr();
destruct_n(tmp_buffer, tmp_buffer_size);
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
}
}(),
...);
}
template<typename ElementFn, typename ExecPreset, typename... ParamTags, size_t... I>
inline void execute_element_fn_as_multi_function(const ElementFn element_fn,
const ExecPreset exec_preset,
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
const IndexMask &mask,
Params params,
TypeSequence<ParamTags...> /*param_tags*/,
std::index_sequence<I...> /*indices*/)
{
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
/* Load parameters from #Params. */
/* Contains `const GVArrayImpl *` for inputs and `T *` for outputs. */
const auto loaded_params = std::make_tuple([&]() {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
return params.readonly_single_input(I).get_implementation();
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
else if constexpr (ParamTag::category == ParamCategory::SingleOutput) {
return static_cast<T *>(params.uninitialized_single_output(I).data());
Geometry Nodes: refactor array devirtualization Goals: * Better high level control over where devirtualization occurs. There is always a trade-off between performance and compile-time/binary-size. * Simplify using array devirtualization. * Better performance for cases where devirtualization wasn't used before. Many geometry nodes accept fields as inputs. Internally, that means that the execution functions have to accept so called "virtual arrays" as inputs. Those can be e.g. actual arrays, just single values, or lazily computed arrays. Due to these different possible virtual arrays implementations, access to individual elements is slower than it would be if everything was just a normal array (access does through a virtual function call). For more complex execution functions, this overhead does not matter, but for small functions (like a simple addition) it very much does. The virtual function call also prevents the compiler from doing some optimizations (e.g. loop unrolling and inserting simd instructions). The solution is to "devirtualize" the virtual arrays for small functions where the overhead is measurable. Essentially, the function is generated many times with different array types as input. Then there is a run-time dispatch that calls the best implementation. We have been doing devirtualization in e.g. math nodes for a long time already. This patch just generalizes the concept and makes it easier to control. It also makes it easier to investigate the different trade-offs when it comes to devirtualization. Nodes that we've optimized using devirtualization before didn't get a speedup. However, a couple of nodes are using devirtualization now, that didn't before. Those got a 2-4x speedup in common cases. * Map Range * Random Value * Switch * Combine XYZ Differential Revision: https://developer.blender.org/D14628
2022-04-26 17:12:34 +02:00
}
else if constexpr (ParamTag::category == ParamCategory::SingleMutable) {
return static_cast<T *>(params.single_mutable(I).data());
}
}()...);
/* Try execute devirtualized if enabled and the input types allow it. */
bool executed_devirtualized = false;
if constexpr (ExecPreset::use_devirtualization) {
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
/* Get segments before devirtualization to avoid generating this code multiple times. */
const Vector<std::variant<IndexRange, IndexMaskSegment>, 16> mask_segments =
mask.to_spans_and_ranges<16>();
const auto devirtualizers = exec_preset.create_devirtualizers(
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
TypeSequence<ParamTags...>(), std::index_sequence<I...>(), loaded_params);
executed_devirtualized = call_with_devirtualized_parameters(
devirtualizers, [&](auto &&...args) {
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
for (const std::variant<IndexRange, IndexMaskSegment> &segment : mask_segments) {
if (std::holds_alternative<IndexRange>(segment)) {
const auto segment_range = std::get<IndexRange>(segment);
execute_array(TypeSequence<ParamTags...>(),
std::index_sequence<I...>(),
element_fn,
segment_range,
std::forward<decltype(args)>(args)...);
}
else {
const auto segment_indices = std::get<IndexMaskSegment>(segment);
execute_array(TypeSequence<ParamTags...>(),
std::index_sequence<I...>(),
element_fn,
segment_indices,
std::forward<decltype(args)>(args)...);
}
}
});
}
else {
UNUSED_VARS(exec_preset);
}
/* If devirtualized execution was disabled or not possible, use a fallback method which is
* slower but always works. */
if (!executed_devirtualized) {
/* The materialized method is most common because it avoids most virtual function overhead but
* still instantiates the function only once. */
if constexpr (ExecPreset::fallback_mode == exec_presets::FallbackMode::Materialized) {
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
mask.foreach_segment([&](const IndexMaskSegment segment) {
execute_materialized(TypeSequence<ParamTags...>(),
std::index_sequence<I...>(),
element_fn,
segment,
loaded_params);
});
}
else {
/* This fallback is slower because it uses virtual method calls for every element. */
mask.foreach_segment([&](const IndexMaskSegment segment) {
execute_array(
TypeSequence<ParamTags...>(), std::index_sequence<I...>(), element_fn, segment, [&]() {
/* Use `typedef` instead of `using` to work around a compiler bug. */
using ParamTag = ParamTags;
using T = typename ParamTag::base_type;
if constexpr (ParamTag::category == ParamCategory::SingleInput) {
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
return GVArray(&varray_impl).typed<T>();
}
else if constexpr (ELEM(ParamTag::category,
ParamCategory::SingleOutput,
ParamCategory::SingleMutable))
{
T *ptr = std::get<I>(loaded_params);
return ptr;
}
}()...);
});
}
}
}
/**
* `element_fn` is expected to return nothing and to have the following parameters:
* - For single-inputs: const value or reference.
* - For single-mutables: non-const reference.
* - For single-outputs: non-const pointer.
*/
template<typename ElementFn, typename ExecPreset, typename... ParamTags>
inline auto build_multi_function_call_from_element_fn(const ElementFn element_fn,
const ExecPreset exec_preset,
TypeSequence<ParamTags...> /*param_tags*/)
{
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
return [element_fn, exec_preset](const IndexMask &mask, Params params) {
execute_element_fn_as_multi_function(element_fn,
exec_preset,
mask,
params,
TypeSequence<ParamTags...>(),
std::make_index_sequence<sizeof...(ParamTags)>());
};
}
/**
* A multi function that just invokes the provided function in its #call method.
*/
template<typename CallFn, typename... ParamTags> class CustomMF : public MultiFunction {
private:
Signature signature_;
CallFn call_fn_;
public:
CustomMF(const char *name, CallFn call_fn, TypeSequence<ParamTags...> /*param_tags*/)
: call_fn_(std::move(call_fn))
{
SignatureBuilder builder{name, signature_};
/* Loop over all parameter types and add an entry for each in the signature. */
([&] { builder.add(ParamTags(), ""); }(), ...);
this->set_signature(&signature_);
}
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context /*context*/) const override
{
call_fn_(mask, params);
}
};
template<typename Out, typename... In, typename ElementFn, typename ExecPreset>
inline auto build_multi_function_with_n_inputs_one_output(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset,
TypeSequence<In...> /*in_types*/)
{
constexpr auto param_tags = TypeSequence<ParamTag<ParamCategory::SingleInput, In>...,
ParamTag<ParamCategory::SingleOutput, Out>>();
auto call_fn = build_multi_function_call_from_element_fn(
[element_fn](const In &...in, Out &out) { new (&out) Out(element_fn(in...)); },
exec_preset,
param_tags);
return CustomMF(name, call_fn, param_tags);
}
template<typename Out1, typename Out2, typename... In, typename ElementFn, typename ExecPreset>
inline auto build_multi_function_with_n_inputs_two_outputs(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset,
TypeSequence<In...> /*in_types*/)
{
constexpr auto param_tags = TypeSequence<ParamTag<ParamCategory::SingleInput, In>...,
ParamTag<ParamCategory::SingleOutput, Out1>,
ParamTag<ParamCategory::SingleOutput, Out2>>();
auto call_fn = build_multi_function_call_from_element_fn(element_fn, exec_preset, param_tags);
return CustomMF(name, call_fn, param_tags);
}
} // namespace detail
/** Build multi-function with 1 single-input and 1 single-output parameter. */
template<typename In1,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI1_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1>());
}
/** Build multi-function with 2 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI2_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2>());
}
/** Build multi-function with 3 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI3_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3>());
}
/** Build multi-function with 4 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI4_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4>());
}
/** Build multi-function with 5 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename In5,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI5_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4, In5>());
}
/** Build multi-function with 6 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename In5,
typename In6,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI6_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4, In5, In6>());
}
/** Build multi-function with 8 single-input and 1 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename In5,
typename In6,
typename In7,
typename In8,
typename Out1,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI8_SO(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_one_output<Out1>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4, In5, In6, In7, In8>());
}
/** Build multi-function with 1 single-mutable parameter. */
template<typename Mut1, typename ElementFn, typename ExecPreset = exec_presets::AllSpanOrSingle>
inline auto SM(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::AllSpanOrSingle())
{
constexpr auto param_tags = TypeSequence<ParamTag<ParamCategory::SingleMutable, Mut1>>();
auto call_fn = detail::build_multi_function_call_from_element_fn(
element_fn, exec_preset, param_tags);
return detail::CustomMF(name, call_fn, param_tags);
}
/** Build multi-function with 1 single-input and 2 single-output parameter. */
template<typename In1,
typename Out1,
typename Out2,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI1_SO2(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_two_outputs<Out1, Out2>(
name, element_fn, exec_preset, TypeSequence<In1>());
}
/** Build multi-function with 2 single-input and 2 single-output parameter. */
template<typename In1,
typename In2,
typename Out1,
typename Out2,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI2_SO2(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_two_outputs<Out1, Out2>(
name, element_fn, exec_preset, TypeSequence<In1, In2>());
}
/** Build multi-function with 3 single-input and 2 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename Out1,
typename Out2,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI3_SO2(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_two_outputs<Out1, Out2>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3>());
}
/** Build multi-function with 4 single-input and 2 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename Out1,
typename Out2,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI4_SO2(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_two_outputs<Out1, Out2>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4>());
}
/** Build multi-function with 5 single-input and 2 single-output parameter. */
template<typename In1,
typename In2,
typename In3,
typename In4,
typename In5,
typename Out1,
typename Out2,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI5_SO2(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
return detail::build_multi_function_with_n_inputs_two_outputs<Out1, Out2>(
name, element_fn, exec_preset, TypeSequence<In1, In2, In3, In4, In5>());
}
/** Build multi-function with 1 single-input and 3 single output parameter. */
template<typename In1,
typename Out1,
typename Out2,
typename Out3,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI1_SO3(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
constexpr auto param_tags = TypeSequence<ParamTag<ParamCategory::SingleInput, In1>,
ParamTag<ParamCategory::SingleOutput, Out1>,
ParamTag<ParamCategory::SingleOutput, Out2>,
ParamTag<ParamCategory::SingleOutput, Out3>>();
auto call_fn = detail::build_multi_function_call_from_element_fn(
element_fn, exec_preset, param_tags);
return detail::CustomMF(name, call_fn, param_tags);
}
/** Build multi-function with 1 single-input and 4 single output parameter. */
template<typename In1,
typename Out1,
typename Out2,
typename Out3,
typename Out4,
typename ElementFn,
typename ExecPreset = exec_presets::Materialized>
inline auto SI1_SO4(const char *name,
const ElementFn element_fn,
const ExecPreset exec_preset = exec_presets::Materialized())
{
constexpr auto param_tags = TypeSequence<ParamTag<ParamCategory::SingleInput, In1>,
ParamTag<ParamCategory::SingleOutput, Out1>,
ParamTag<ParamCategory::SingleOutput, Out2>,
ParamTag<ParamCategory::SingleOutput, Out3>,
ParamTag<ParamCategory::SingleOutput, Out4>>();
auto call_fn = detail::build_multi_function_call_from_element_fn(
element_fn, exec_preset, param_tags);
return detail::CustomMF(name, call_fn, param_tags);
}
} // namespace blender::fn::multi_function::build
namespace blender::fn::multi_function {
/**
* A multi-function that outputs the same value every time. The value is not owned by an instance
* of this function. If #make_value_copy is false, the caller is responsible for destructing and
* freeing the value.
*/
class CustomMF_GenericConstant : public MultiFunction {
private:
const CPPType &type_;
const void *value_;
Signature signature_;
bool owns_value_;
template<typename T> friend class CustomMF_Constant;
public:
CustomMF_GenericConstant(const CPPType &type, const void *value, bool make_value_copy);
~CustomMF_GenericConstant() override;
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context context) const override;
uint64_t hash() const override;
bool equals(const MultiFunction &other) const override;
};
/**
* A multi-function that outputs the same array every time. The array is not owned by in instance
* of this function. The caller is responsible for destructing and freeing the values.
*/
class CustomMF_GenericConstantArray : public MultiFunction {
private:
GSpan array_;
Signature signature_;
public:
CustomMF_GenericConstantArray(GSpan array);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context context) const override;
};
/**
* Generates a multi-function that outputs a constant value.
*/
template<typename T> class CustomMF_Constant : public MultiFunction {
private:
T value_;
Signature signature_;
public:
template<typename U> CustomMF_Constant(U &&value) : value_(std::forward<U>(value))
{
SignatureBuilder builder{"Constant", signature_};
builder.single_output<T>("Value");
this->set_signature(&signature_);
}
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context /*context*/) const override
{
MutableSpan<T> output = params.uninitialized_single_output<T>(0);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
mask.foreach_index_optimized<int64_t>([&](const int64_t i) { new (&output[i]) T(value_); });
}
uint64_t hash() const override
{
2021-03-25 16:01:28 +01:00
return get_default_hash(value_);
}
bool equals(const MultiFunction &other) const override
{
const CustomMF_Constant *other1 = dynamic_cast<const CustomMF_Constant *>(&other);
if (other1 != nullptr) {
return value_ == other1->value_;
}
const CustomMF_GenericConstant *other2 = dynamic_cast<const CustomMF_GenericConstant *>(
&other);
if (other2 != nullptr) {
const CPPType &type = CPPType::get<T>();
if (type == other2->type_) {
return type.is_equal_or_false(static_cast<const void *>(&value_), other2->value_);
}
}
return false;
}
};
class CustomMF_DefaultOutput : public MultiFunction {
private:
int output_amount_;
Signature signature_;
public:
CustomMF_DefaultOutput(Span<DataType> input_types, Span<DataType> output_types);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context context) const override;
};
class CustomMF_GenericCopy : public MultiFunction {
private:
Signature signature_;
public:
CustomMF_GenericCopy(DataType data_type);
BLI: refactor IndexMask for better performance and memory usage Goals of this refactor: * Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an `int64_t` for each index which is more than necessary in pretty much all practical cases currently. Using `int32_t` might still become limiting in the future in case we use this to index e.g. byte buffers larger than a few gigabytes. We also don't want to template `IndexMask`, because that would cause a split in the "ecosystem", or everything would have to be implemented twice or templated. * Allow for more multi-threading. The old `IndexMask` contains a single array. This is generally good but has the problem that it is hard to fill from multiple-threads when the final size is not known from the beginning. This is commonly the case when e.g. converting an array of bool to an index mask. Currently, this kind of code only runs on a single thread. * Allow for efficient set operations like join, intersect and difference. It should be possible to multi-thread those operations. * It should be possible to iterate over an `IndexMask` very efficiently. The most important part of that is to avoid all memory access when iterating over continuous ranges. For some core nodes (e.g. math nodes), we generate optimized code for the cases of irregular index masks and simple index ranges. To achieve these goals, a few compromises had to made: * Slicing of the mask (at specific indices) and random element access is `O(log #indices)` now, but with a low constant factor. It should be possible to split a mask into n approximately equally sized parts in `O(n)` though, making the time per split `O(1)`. * Using range-based for loops does not work well when iterating over a nested data structure like the new `IndexMask`. Therefor, `foreach_*` functions with callbacks have to be used. To avoid extra code complexity at the call site, the `foreach_*` methods support multi-threading out of the box. The new data structure splits an `IndexMask` into an arbitrary number of ordered `IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The indices within a segment are stored as `int16_t`. Each segment has an additional `int64_t` offset which allows storing arbitrary `int64_t` indices. This approach has the main benefits that segments can be processed/constructed individually on multiple threads without a serial bottleneck. Also it reduces the memory requirements significantly. For more details see comments in `BLI_index_mask.hh`. I did a few tests to verify that the data structure generally improves performance and does not cause regressions: * Our field evaluation benchmarks take about as much as before. This is to be expected because we already made sure that e.g. add node evaluation is vectorized. The important thing here is to check that changes to the way we iterate over the indices still allows for auto-vectorization. * Memory usage by a mask is about 1/4 of what it was before in the average case. That's mainly caused by the switch from `int64_t` to `int16_t` for indices. In the worst case, the memory requirements can be larger when there are many indices that are very far away. However, when they are far away from each other, that indicates that there aren't many indices in total. In common cases, memory usage can be way lower than 1/4 of before, because sub-ranges use static memory. * For some more specific numbers I benchmarked `IndexMask::from_bools` in `index_mask_from_selection` on 10.000.000 elements at various probabilities for `true` at every index: ``` Probability Old New 0 4.6 ms 0.8 ms 0.001 5.1 ms 1.3 ms 0.2 8.4 ms 1.8 ms 0.5 15.3 ms 3.0 ms 0.8 20.1 ms 3.0 ms 0.999 25.1 ms 1.7 ms 1 13.5 ms 1.1 ms ``` Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
void call(const IndexMask &mask, Params params, Context context) const override;
};
} // namespace blender::fn::multi_function