Cycles OpenCL: Research per node compilation time #61461

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opened 2019-02-12 14:00:48 +01:00 by Jeroen Bakker · 4 comments
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We identifier that svn_eval_nodes is the function that compiles slow on AMD. This task will research if there are problematic nodes, or that it is just the amount of nodes.
The result of this research will point us in a direction what nodes needs to be optimized

We identifier that `svn_eval_nodes` is the function that compiles slow on AMD. This task will research if there are problematic nodes, or that it is just the amount of nodes. The result of this research will point us in a direction what nodes needs to be optimized
Jeroen Bakker self-assigned this 2019-02-12 14:00:48 +01:00
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Jeroen Bakker changed title from Research: Per node compilation time to Cycles OpenCL: Research per node compilation time 2019-02-12 14:04:43 +01:00
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Here are the measurements of how much effort it takes to compile a certain node.

node_times.pdf

node_times.ods

Nodes that take the most time are:

  • NODE_ENTER_BUMP_EVAL: 20 seconds inside primitive_attribute_float3 as it does kernel_tex_image_interp_3d texture
  • NODE_TEX_VOXEL: kernel_tex_image_interp_3d
  • NODE_VECTOR_DISPLACEMENT: primitive_attribute_float3 -> kernel_tex_image_interp_3d
  • NODE_NORMAL_MAP: primitive_attribute_float3 -> kernel_tex_image_interp_3d To retrieve tangent and one for normal smoothing
  • NODE_ATTR: primitive_attribute_float3 -> kernel_tex_image_interp_3d (twice) seems to be a fallback implementation. Can be written to float, float3, float.
  • NODE_ATTR_BUMP_DY: primitive_attribute_float3 -> kernel_tex_image_interp_3d (twice) seems to be a fallback implementation. Can be written to float, float3, float.
  • NODE_ATTR_BUMP_DX: primitive_attribute_float3 -> kernel_tex_image_interp_3d (twice) seems to be a fallback implementation. Can be written to float, float3, float.
  • NODE_PRINCIPLED_VOLUME: primitive_attribute_float3 -> kernel_tex_image_interp_3d for color attribute.
  • NODE_CLOSURE_BSDF: Is just a huge node. Would expect to put this in some compile directive as it has a big switch statement for all different kind of BSDF's.
  • NODE_AMBIENT_OCCLUSION: path_branched_rng_2D We could split the NODE_AO_ONLY_LOCAL in a separate node but that could also make the compilation time worse as you might need both in a single scene.
  • NODE_GEOMETRY: primitive_tangent -> primitive_attribute_float3 -> kernel_tex_image_interp_3d for generated coordinates.
  • NODE_TEX_VORONOI: 27 * cellnoise3 * 3 * hash?
  • NODE_TANGENT: two primitive_attribute_float3 that can be merged into a single call.
  • NODE_GEOMETRY_BUMP_DX: internally calls node_geometry
  • NODE_GEOMETRY_BUMP_DY: internally calls node_geometry
  • NODE_BEVEL: path_branched_rng_2D

Note: Is it possible to add a primitive_attribute_float3 without volume as function or parameter, I can imagine that some attributes never actually call kernel_tex_image_interp_3d as they are always stored somewhere else.

Here are the measurements of how much effort it takes to compile a certain node. [node_times.pdf](https://archive.blender.org/developer/F6599353/node_times.pdf) [node_times.ods](https://archive.blender.org/developer/F6599352/node_times.ods) Nodes that take the most time are: - NODE_ENTER_BUMP_EVAL: 20 seconds inside `primitive_attribute_float3` as it does `kernel_tex_image_interp_3d texture` - NODE_TEX_VOXEL: `kernel_tex_image_interp_3d` - NODE_VECTOR_DISPLACEMENT: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` - NODE_NORMAL_MAP: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` To retrieve tangent and one for normal smoothing - NODE_ATTR: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` (twice) seems to be a fallback implementation. Can be written to float, float3, float. - NODE_ATTR_BUMP_DY: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` (twice) seems to be a fallback implementation. Can be written to float, float3, float. - NODE_ATTR_BUMP_DX: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` (twice) seems to be a fallback implementation. Can be written to float, float3, float. - NODE_PRINCIPLED_VOLUME: `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` for color attribute. - NODE_CLOSURE_BSDF: Is just a huge node. Would expect to put this in some compile directive as it has a big switch statement for all different kind of BSDF's. - NODE_AMBIENT_OCCLUSION: `path_branched_rng_2D` We could split the NODE_AO_ONLY_LOCAL in a separate node but that could also make the compilation time worse as you might need both in a single scene. - NODE_GEOMETRY: `primitive_tangent` -> `primitive_attribute_float3` -> `kernel_tex_image_interp_3d` for generated coordinates. - NODE_TEX_VORONOI: 27 * cellnoise3 * 3 * hash? - NODE_TANGENT: two `primitive_attribute_float3` that can be merged into a single call. - NODE_GEOMETRY_BUMP_DX: internally calls node_geometry - NODE_GEOMETRY_BUMP_DY: internally calls node_geometry - NODE_BEVEL: `path_branched_rng_2D` Note: Is it possible to add a `primitive_attribute_float3` without volume as function or parameter, I can imagine that some attributes never actually call `kernel_tex_image_interp_3d` as they are always stored somewhere else.
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Script used for this research. Needs to be run blender containing D2264 patch.

node_compile_times.py

And the updated svm.h

svm.h

Script used for this research. Needs to be run blender containing [D2264](https://archive.blender.org/developer/D2264) patch. [node_compile_times.py](https://archive.blender.org/developer/F6608353/node_compile_times.py) And the updated svm.h [svm.h](https://archive.blender.org/developer/F6608425/svm.h)
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#61461
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