Cycles: build Light Tree in parallel #105862

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Weizhen Huang merged 4 commits from weizhen/blender:parallel_light_tree into main 2023-03-20 18:02:23 +01:00
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Push a task to TaskPool when more than MIN_PRIMS_PER_THREAD primitives are to be processed. The nodes are rearranged in a depth-first order when copied to the device.
Tested with the scene in #105550 on an Apple M1 Ultra (20 cores), about 11x speedup.

Push a task to `TaskPool` when more than `MIN_PRIMS_PER_THREAD` primitives are to be processed. The nodes are rearranged in a depth-first order when copied to the device. Tested with the scene in #105550 on an Apple M1 Ultra (20 cores), about 11x speedup.
Weizhen Huang added the
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Render & Cycles
label 2023-03-17 20:08:28 +01:00
Weizhen Huang force-pushed parallel_light_tree from 26d66945c6 to 8bd9a5bf0a 2023-03-20 11:39:52 +01:00 Compare
Weizhen Huang force-pushed parallel_light_tree from 8bd9a5bf0a to 66b46eee66 2023-03-20 11:42:47 +01:00 Compare
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@blender-bot build

@blender-bot build
Weizhen Huang force-pushed parallel_light_tree from 66b46eee66 to 1b9d56ce9c 2023-03-20 12:29:06 +01:00 Compare
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Build again with MIN_PRIMS_PER_THREAD set to INT_MAX to test the parallel build.

@blender-bot build

Build again with `MIN_PRIMS_PER_THREAD` set to `INT_MAX` to test the parallel build. @blender-bot build
Weizhen Huang force-pushed parallel_light_tree from 1b9d56ce9c to 2539258099 2023-03-20 14:44:00 +01:00 Compare
Weizhen Huang changed title from WIP: Cycles: build Light Tree in parallel to Cycles: build Light Tree in parallel 2023-03-20 14:44:50 +01:00
Weizhen Huang requested review from Brecht Van Lommel 2023-03-20 14:45:11 +01:00
Weizhen Huang requested review from Sergey Sharybin 2023-03-20 14:51:51 +01:00
Brecht Van Lommel requested changes 2023-03-20 15:48:34 +01:00
Brecht Van Lommel left a comment
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This looks generally fine, just some comments on implementation details.

Eventually we can also parallelize the loops in nodes with many prims. I suggest to add that as a separate bullet point in #77889 and make a comment in the code.

This looks generally fine, just some comments on implementation details. Eventually we can also parallelize the loops in nodes with many prims. I suggest to add that as a separate bullet point in #77889 and make a comment in the code.
@ -235,3 +230,1 @@
int LightTree::recursive_build(
int start, int end, vector<LightTreePrimitive> &prims, uint bit_trail, int depth)
template<Child child>

Is there a reason this is a template argument instead of a regular function argument?

It's only used for parent->children[child], not worth specializing the function for as far as I can see.

Is there a reason this is a template argument instead of a regular function argument? It's only used for `parent->children[child]`, not worth specializing the function for as far as I can see.
brecht marked this conversation as resolved
@ -53,2 +54,4 @@
*/
/* Left or right child of an inner node. */
enum Child {

This name is too generic to put in the global Cycles namespace. Should be either defined inside the LightTree class, or named LightTreeChild.

This name is too generic to put in the global Cycles namespace. Should be either defined inside the `LightTree` class, or named `LightTreeChild`.
brecht marked this conversation as resolved
@ -143,0 +160,4 @@
const uint &bit_trial)
{
num_nodes++;
return new LightTreeNode(bbox, bcone, energy, bit_trial);

We try to avoid new and delete in new code to avoid potential memory allocation bugs. Instead unique_ptr and make_unique can be used.

We try to avoid `new` and `delete` in new code to avoid potential memory allocation bugs. Instead `unique_ptr` and `make_unique` can be used.
brecht marked this conversation as resolved
Weizhen Huang reviewed 2023-03-20 15:51:38 +01:00
@ -235,3 +230,1 @@
int LightTree::recursive_build(
int start, int end, vector<LightTreePrimitive> &prims, uint bit_trail, int depth)
template<Child child>
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It's also used for recursive_build<left>(current_node, start, middle, prims, bit_trail, depth + 1);, I think it looks better than recursive_build(0, current_node, start, middle, prims, bit_trail, depth + 1);

It's also used for `recursive_build<left>(current_node, start, middle, prims, bit_trail, depth + 1);`, I think it looks better than `recursive_build(0, current_node, start, middle, prims, bit_trail, depth + 1);`
brecht marked this conversation as resolved
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Eventually we can also parallelize the loops in nodes with many prims.

I tried to parallelize that too, but I saw almost no performance improvement.
After this pull request is merged, I'll build another one upon it that computes the bounding box (and so on) of a node by summing up the buckets, then it should be fine.

> Eventually we can also parallelize the loops in nodes with many prims. I tried to parallelize that too, but I saw almost no performance improvement. After this pull request is merged, I'll build another one upon it that computes the bounding box (and so on) of a node by summing up the buckets, then it should be fine.
Brecht Van Lommel reviewed 2023-03-20 16:22:57 +01:00
@ -235,3 +230,1 @@
int LightTree::recursive_build(
int start, int end, vector<LightTreePrimitive> &prims, uint bit_trail, int depth)
template<Child child>

I think this would look ok too?

recursive_build(left, current_node, start, middle, prims, bit_trail, depth + 1);

Generally there should be a performance reason for using templates like this. Not a big deal for any individual function, but still would rather not do it here.

I think this would look ok too? ``` recursive_build(left, current_node, start, middle, prims, bit_trail, depth + 1); ``` Generally there should be a performance reason for using templates like this. Not a big deal for any individual function, but still would rather not do it here.
brecht marked this conversation as resolved
Weizhen Huang added 1 commit 2023-03-20 17:11:58 +01:00
Weizhen Huang added 1 commit 2023-03-20 17:54:18 +01:00
Brecht Van Lommel approved these changes 2023-03-20 17:57:42 +01:00
Weizhen Huang added 1 commit 2023-03-20 18:01:17 +01:00
Weizhen Huang merged commit 23c5e06932 into main 2023-03-20 18:02:22 +01:00
Weizhen Huang deleted branch parallel_light_tree 2023-03-20 18:02:23 +01:00
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Reference: blender/blender#105862
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