Shader Generator ND_mix_bsdf optimization#2499
Shader Generator ND_mix_bsdf optimization#2499ld-kerley wants to merge 4 commits intoAcademySoftwareFoundation:mainfrom
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I'm very excited about the future of this work, @ld-kerley, and my main recommendation would be that we consider it a new investment of research and engineering effort for MaterialX 1.39.5, so that we have the time to validate this approach for all MaterialX shading models, from both a performance and visual parity perspective. Once we're confident that this gives us the same or better performance as #2483, #2459, and #2467, we can replace all of those manual optimizations with this automated approach, with the expectation that other shading models (even custom studio models) will benefit in the same way. |
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Hi @ld-kerley , |
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I'm not super familiar with the details of codegen here, but can you explain what is different between the two implementations? What can the add/mult nodes do that the mix node cannot ? |
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Related to #2480 |
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@fpsunflower Its not so much a feature of codegen, as much as function of the HW shader language backends here. The implementation of the BSDF nodes that accept a weight input are written to early out if the weight is zero. In the @bernardkwok today anyone not using codegen wouldn't have access to the optimization in this form. We could pre-process nodegraphs during build with this logic if we wanted. Personally I'm not a fan of optimizing the nodegraphs, when we've only validated it a performance improvement in subset of the backend languages. I actually wonder if we should put this optimization behind a code gen option switch to make it easier for downstream consumers to profile either way and make their own decision if they want it. If we grow the number of these sorts of optimizations, which I hope we do, there are a number of other really valuable ones we used at Imageworks, then I can imagine a world where perhaps downstream consumers could run "code gen" to generate an optimized version of the graph - but not go all the way to shader code. I think this might actually be an important part of any future overhaul of the code gen system, to centralize the graph based construction and optimization, and allow an "exit-point" here. But this is all me just shooting from the hip. |
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Ah I see now -- the issue is the mix happens after the BSDFs are already evaluated, so there's no chance to short-circuit them. In the new layout they can be. This makes sense. |
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Just for some more context - Slack conversations with Kai Rohmer here, suggest that at least in MDL this optimization might not be ideal. So we should refactor things here to be constrained to the HW shading languages for now. |
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I've added a GenOption based option to toggle this behavior on and off. It's also enabled for the GLSL/MSL code generators used in MaterialXView and MaterialXGraphEditor. Before this is merged the specialized versions of the graph should be removed from (libraries/bxdf/genglsl) - but I'm leaving them here for now to allow easier A/B testing between the modified nodegraph approach and the programmatic approach in this PR. |
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@ld-kerley Following up on our last MaterialX TSC meeting, I'd love to bring this PR back into focus again, so that we can make it available as a platform for #2680 and further generator optimizations in the future. When you have a moment, would you mind resolving the handful of merge conflicts in I can then take the next step and compare the performance of these latest generator optimizations against the manually optimized shading model graphs, and we can work through any minor differences that may remain. |
…n mixed with 2 nodes. Add possible refactor of gltf_pbr that allows it to match the existing optimization rule Add checkbox to MaterialXView to control bsdf mix optimization add GenOptions option to control the optimization remove trailing underscores from node names - because these still make variables with double underscores. Fix asan crash. remove debug print remove double underscores from node names - appears to be illegal. Refactor OpenPBR nodegraph optimization in to a ShaderGenerator optimization step for ND_mix_bsdf. Replace the mix with an add and modify the upstream weight inputs accordingly to perform the same math as a mix. This allows the BSDF nodes to early out if their contribution is not necessary in the mix.
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I rebased and pushed - and re-ran the test suite locally - but didn't have time to validate the optimizations again - I think they should still be valid, but it would be really interesting to find a way to add a unit test to verify they are applied correctly. |
Disconnect outputs when removing a node
jstone-lucasfilm
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This is looking good, @ld-kerley! In my local tests, I was not able to detect any performance differences between the manual and automatic optimizations, which is a great sign, and I had just two minor recommendations to match existing behavior and conventions.
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| /// Analyse the graph of ShaderNodes and replace any ND_mix_bsdf nodes | ||
| /// with a linear combination of their weighted inputs | ||
| bool optReplaceBsdfMixWithLinearCombination; |
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Since many of our existing generator options also influence performance, I'd recommend omitting the opt prefix here, and just naming the flag replaceBsdfMixWithLinearCombination.
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I think we're going to be adding a number of additional "optimization" steps - so I think it would be helpful to catagorize them as such. Especially as it hints as where the code lives in the shader generator as well.
Are there other existing options that are really steps that optimize the generated material in some way? or are they more options where performance level can be tuned to user need?
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One that fits this category is elideConstantNodes. An optimization to remove any nodes classified as constants, which is also done in ShaderGraph::optimize().
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we should make a note to prefix this with opt as well at some point when we can break the interface then.
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I'm not sure an opt prefix for all optimization-related flags is a good naming convention, since so many of our shader generation flags influence performance, but also have subtle impacts on visual fidelity and other properties of rendering.
For now, I'd recommend following the pattern in @niklasharrysson's example of elideConstantNodes, where the name of the flag compactly describes what it does, without aiming to group all of our flags into optimization, visual fidelity, or other categories.
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I interpret opt as the later definition here. ShaderGraph changes that may or may not affect performance, but are explicitly intended not to affect the final image. Something that very well may need to be tuned, depending on render destination.
I think that elideConstants is the only existing option that would need to be reclassified. Because there is only one, perhaps we can just add an optElideContants option that takes precedence if it's enabled. This would allow for a graceful deprecation of the old name, and allow us to move forward with the proposed classification definition Niklas outlines above.
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This sounds good to me 👍
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@ld-kerley @ppenenko @niklasharrysson I like this direction forward, and the idea of a prefix that purely represents graph refactoring steps seems like a natural evolution of language-specific prefixes such as hw and osl. Graph refactoring steps can be enabled in any generated shading language, though naturally their value may be greater in some environments and languages than others.
In order to create an intuitive connection between the new option prefix and its expected behavior, what would you think about the new prefix string being graph? To my mind, this seems like a self-documenting convention that users would quickly understand, and it allows no ambiguity over whether any future added option belongs in this category or not.
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@jstone-lucasfilm TBH graph sounds ambiguous to me, mostly because there are concepts of Node Graph and Shader Graph. Could it be shaderGraph or sg?
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Sure, I would be open to any variation on this idea, as long as we're communicating the intended meaning of a "shader graph refactoring step".
I'll leave the specific choice between graph, shaderGraph, and sg to the group, though in the world of VFX and real-time rendering, I usually think of sg as referring to "scene graph" rather than shader graph.
| else if (node->hasClassification(ShaderNode::Classification::DOT)) | ||
| { | ||
| // Filename dot nodes must be elided so they do not create extra samplers. | ||
| ShaderInput* in = node->getInput("in"); | ||
| if (in && in->getType() == Type::FILENAME) | ||
| { | ||
| bypass(node, 0); | ||
| ++numEdits; | ||
| } | ||
| } |
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By the way, this elision seems essential not just for optimization, but also for correctness: filenames or samplers can't be local variables in GLSL and HLSL. So there can't be a Dot node whose result is cached in a local.
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Should a test run be added with the optimization enabled? |
Taking inspiration from #2459, which is a significant win in terms of HW shader performance. Instead of optimizing the node graph directly, here we apply the same idea, but programmatically at shader generation time.
If we meet the following condition.
"A
mixnode that hasBSDFtype inputs, and if those two nodes haveweightinputs themselves."Then we can replace the
mixnode with anaddand modify theweightinputs, by multiplying by themixinput, and the inverse of themixinput.Old nodegraph
--- config: theme: redux --- flowchart TD weightA{{"weight_A"}} weightB{{"weight_B"}} mix{{"mix"}} BsdfA["BSDF_A"] BsdfB["BSDF_B"] Mix["Mix"] weightA --> BsdfA weightB --> BsdfB BsdfA --> Mix BsdfB --> Mix mix --> MixNew nodegraph
flowchart TD weightA{{"weight_A"}} weightB{{"weight_B"}} mix{{"mix"}} Invert["Invert"] MultA["Multiply"] MultB["Multiply"] BsdfA["BSDF_A"] BsdfB["BSDF_B"] Add["Add"] mix --> Invert weightA --> MultA mix --> MultA weightB --> MultB Invert --> MultB MultA --> BsdfA MultB --> BsdfB BsdfA --> Add BsdfB --> AddThis allows the BSDF nodes to early out if their contribution is not necessary in the mix.
Taking this approach has a couple of advantages:
mixnode better conveys the idea behind the nodegraph.