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/* 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::build_mf {
/**
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 IndexMask &mask,
const std::tuple<LoadedParams...> &loaded_params) const
{
return std::make_tuple(IndexMaskDevirtualizer<true, true>{mask}, [&]() {
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
if constexpr (ParamTag::category == MFParamCategory::SingleInput) {
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
return GVArrayDevirtualizer<T, true, true>{varray_impl};
}
else if constexpr (ELEM(ParamTag::category,
MFParamCategory::SingleOutput,
MFParamCategory::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 IndexMask &mask,
const std::tuple<LoadedParams...> &loaded_params) const
{
return std::make_tuple(IndexMaskDevirtualizer<true, true>{mask}, [&]() {
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
if constexpr (ParamTag::category == MFParamCategory::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,
MFParamCategory::SingleOutput,
MFParamCategory::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>
void execute_array(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
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)
{
for (const int64_t i : mask) {
element_fn([&]() -> decltype(auto) {
using ParamTag = typename TypeSequence<ParamTags...>::template at_index<I>;
if constexpr (ParamTag::category == MFParamCategory::SingleInput) {
/* For inputs, pass the value (or a reference to it) to the function. */
return 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
else if constexpr (ParamTag::category == MFParamCategory::SingleOutput) {
/* For outputs, pass a pointer to the function. This is done instead of passing a
* reference, because the pointer points to uninitialized memory. */
return 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
}
else if constexpr (ParamTag::category == MFParamCategory::SingleMutable) {
/* For mutables, pass a mutable reference to the function. */
return 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;
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
Span<typename ParamTag::base_type> internal_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
/**
* Similar to #execute_array but accepts two mask inputs, one for inputs and one for outputs.
*/
template<typename... ParamTags, typename ElementFn, typename... Chunks>
void execute_materialized_impl(TypeSequence<ParamTags...> /*param_tags*/,
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 ElementFn element_fn,
const IndexRange in_mask,
const IndexMask out_mask,
Chunks &&__restrict... chunks)
{
BLI_assert(in_mask.size() == out_mask.size());
for (const int64_t i : IndexRange(in_mask.size())) {
const int64_t in_i = in_mask[i];
const int64_t out_i = out_mask[i];
element_fn([&]() -> decltype(auto) {
using ParamTag = ParamTags;
if constexpr (ParamTag::category == MFParamCategory::SingleInput) {
return chunks[in_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
else if constexpr (ParamTag::category == MFParamCategory::SingleOutput) {
return chunks + out_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
}
else if constexpr (ParamTag::category == MFParamCategory::SingleMutable) {
return chunks[out_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
}
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>
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
void execute_materialized(TypeSequence<ParamTags...> /* param_tags */,
std::index_sequence<I...> /* indices */,
const ElementFn element_fn,
const IndexMask mask,
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 = 32;
const int64_t mask_size = mask.size();
const int64_t buffer_size = std::min(mask_size, MaxChunkSize);
/* Local buffers that are used to temporarily store values retrieved from virtual arrays. */
std::tuple<TypedBuffer<typename ParamTags::base_type, MaxChunkSize>...> buffers_owner;
/* A span for each parameter which is either empty or points to memory in #buffers_owner. */
std::tuple<MutableSpan<typename ParamTags::base_type>...> buffers;
/* 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. */
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(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
if constexpr (ParamTag::category == MFParamCategory::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. */
MutableSpan<T> in_chunk{std::get<I>(buffers_owner).ptr(), buffer_size};
const T &in_single = *static_cast<const T *>(common_info.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
uninitialized_fill_n(in_chunk.data(), in_chunk.size(), in_single);
std::get<I>(buffers) = in_chunk;
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. */
const T *ptr = static_cast<const T *>(common_info.data);
arg_info.internal_span = Span<T>(ptr, varray_impl.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
}
}
}(),
...);
/* Outer loop over all chunks. */
for (int64_t chunk_start = 0; chunk_start < mask_size; chunk_start += MaxChunkSize) {
const IndexMask sliced_mask = mask.slice_safe(chunk_start, 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
const int64_t chunk_size = sliced_mask.size();
const bool sliced_mask_is_range = sliced_mask.is_range();
execute_materialized_impl(
TypeSequence<ParamTags...>(),
element_fn,
/* Inputs are "compressed" into contiguous arrays without gaps. */
IndexRange(chunk_size),
/* Outputs are written directly into the correct place in the output arrays. */
sliced_mask,
/* 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);
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 == MFParamCategory::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 Span<T>(std::get<I>(buffers));
}
else {
if (sliced_mask_is_range) {
if (!arg_info.internal_span.is_empty()) {
/* In this case we can just use an existing span instead of "compressing" it into
* a new temporary buffer. */
const IndexRange sliced_mask_range = sliced_mask.as_range();
arg_info.mode = MaterializeArgMode::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
return arg_info.internal_span.slice(sliced_mask_range);
}
}
const GVArrayImpl &varray_impl = *std::get<I>(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
/* 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. */
MutableSpan<T> in_chunk{std::get<I>(buffers_owner).ptr(), chunk_size};
varray_impl.materialize_compressed_to_uninitialized(sliced_mask, in_chunk.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
/* Remember that this parameter has been materialized, so that the values are
* destructed properly when the chunk is done. */
arg_info.mode = MaterializeArgMode::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
return Span<T>(in_chunk);
}
}
else if constexpr (ELEM(ParamTag::category,
MFParamCategory::SingleOutput,
MFParamCategory::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. */
return std::get<I>(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
}
}()...);
(
/* Destruct values that have been materialized before. */
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(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
if constexpr (ParamTag::category == MFParamCategory::SingleInput) {
if (arg_info.mode == MaterializeArgMode::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
T *in_chunk = std::get<I>(buffers_owner).ptr();
destruct_n(in_chunk, 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
(
/* Destruct buffers for single value inputs. */
[&] {
/* Use `typedef` instead of `using` to work around a compiler bug. */
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
[[maybe_unused]] MaterializeArgInfo<ParamTags> &arg_info = std::get<I>(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
if constexpr (ParamTag::category == MFParamCategory::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
MutableSpan<T> in_chunk = std::get<I>(buffers);
destruct_n(in_chunk.data(), in_chunk.size());
}
}
}(),
...);
}
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,
const IndexMask mask,
MFParams 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 #MFParams. */
/* 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. */
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
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 == MFParamCategory::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 == MFParamCategory::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 == MFParamCategory::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) {
const auto devirtualizers = exec_preset.create_devirtualizers(
TypeSequence<ParamTags...>(), std::index_sequence<I...>(), mask, loaded_params);
executed_devirtualized = call_with_devirtualized_parameters(
devirtualizers, [&](auto &&...args) {
execute_array(TypeSequence<ParamTags...>(),
std::index_sequence<I...>(),
element_fn,
std::forward<decltype(args)>(args)...);
});
}
/* 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) {
execute_materialized(TypeSequence<ParamTags...>(),
std::index_sequence<I...>(),
element_fn,
mask,
loaded_params);
}
else {
/* This fallback is slower because it uses virtual method calls for every element. */
execute_array(
TypeSequence<ParamTags...>(), std::index_sequence<I...>(), element_fn, mask, [&]() {
/* Use `typedef` instead of `using` to work around a compiler bug. */
typedef ParamTags ParamTag;
typedef typename ParamTag::base_type T;
if constexpr (ParamTag::category == MFParamCategory::SingleInput) {
const GVArrayImpl &varray_impl = *std::get<I>(loaded_params);
return GVArray(&varray_impl).typed<T>();
}
else if constexpr (ELEM(ParamTag::category,
MFParamCategory::SingleOutput,
MFParamCategory::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*/)
{
return [element_fn, exec_preset](const IndexMask mask, MFParams 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:
MFSignature signature_;
CallFn call_fn_;
public:
CustomMF(const char *name, CallFn call_fn, TypeSequence<ParamTags...> /*param_tags*/)
: call_fn_(std::move(call_fn))
{
MFSignatureBuilder signature{name};
/* Loop over all parameter types and add an entry for each in the signature. */
([&] { signature.add(ParamTags(), ""); }(), ...);
signature_ = signature.build();
this->set_signature(&signature_);
}
void call(IndexMask mask, MFParams params, MFContext /*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<MFParamTag<MFParamCategory::SingleInput, In>...,
MFParamTag<MFParamCategory::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);
}
} // 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 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<MFParamTag<MFParamCategory::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);
}
} // namespace blender::fn::build_mf
namespace blender::fn {
/**
* 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_;
MFSignature 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();
void call(IndexMask mask, MFParams params, MFContext 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_;
MFSignature signature_;
public:
CustomMF_GenericConstantArray(GSpan array);
void call(IndexMask mask, MFParams params, MFContext context) const override;
};
/**
* Generates a multi-function that outputs a constant value.
*/
template<typename T> class CustomMF_Constant : public MultiFunction {
private:
T value_;
MFSignature signature_;
public:
template<typename U> CustomMF_Constant(U &&value) : value_(std::forward<U>(value))
{
MFSignatureBuilder signature{"Constant"};
signature.single_output<T>("Value");
signature_ = signature.build();
this->set_signature(&signature_);
}
void call(IndexMask mask, MFParams params, MFContext /*context*/) const override
{
MutableSpan<T> output = params.uninitialized_single_output<T>(0);
mask.to_best_mask_type([&](const auto &mask) {
for (const int64_t i : mask) {
new (&output[i]) T(value_);
}
});
}
uint64_t hash() const override
{
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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_;
MFSignature signature_;
public:
CustomMF_DefaultOutput(Span<MFDataType> input_types, Span<MFDataType> output_types);
void call(IndexMask mask, MFParams params, MFContext context) const override;
};
class CustomMF_GenericCopy : public MultiFunction {
private:
MFSignature signature_;
public:
CustomMF_GenericCopy(MFDataType data_type);
void call(IndexMask mask, MFParams params, MFContext context) const override;
};
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} // namespace blender::fn