How to track down a crash in graphics drivers - opengl

I have a program that uses OpenGL for drawing texture images and rendering them on a 3d model. All works well until I set the maximum texture size to 16384, then I get a crash. I have debug tracing in my code, and it shows the crash happening at a different location each time, and the debugger reports the crash in nvoglv32.dll, location 0x6a24e899. Exception code is 0xC0000406, which is a stack overflow. This is inside the graphics drivers, not in my code, so I'm trying to figure out what I can do to detect and prevent this crash.
It is also intermittent. I can run the same code several times, and it will run OK the first 10, and then crash.
I realise that 16K textures are quite large, and I'm using several of them, so the memory usage is quite high - probably around 1Gb for the textures alone, but I've got error checking on all the allocations, and also calling glGetError() at lots of point through my rendering code, and everything looks like it's OK. If the creation of the large textures fails, my code automatically downscales the images until they succeed.
What else can I do to figure out the cause, detect the error and prevent crashing?

Related

OpenGL: Memory (texture storage) gets corrupted when running lots of applications

I'm building an OpenGL based application. It uses some high-res textures. Sometimes, when switching to other applications running on my computer, and coming back, the memory of some of my texture storages gets corrupted . I am not 100% sure of what is happening, but it feels like the driver is short on memory so it steals some blocks of memory of the texture storage of my application and gives it to other applications. Once I come back to my application, there are black rectangular holes in some of my textures.
I can totally understand that the system runs out of VRAM and things like this happen, but I would like to be informed about this when this happens, so when the user returns to the application, I can restore memory buffers if they got invalidated.
Is this behaviour normal, or is the driver supposed to sort of swap out texture data and restore it later (and is not doing that or failing to do so)? If this behaviour is normal, how do I detect that this happened and how do I deal with this?
For the sake of completeness: I'm experiencing this on macOS Sierra on a MacBook Pro 8,1 which has an Intel HD Graphics 3000 and 16 GB of ram.

What's causing this unpredictable OpenGL bug?

I have an OpenGL test application that is producing incredibly unusual results. When I start up the application it may or may not feature a severe graphical bug.
It might produce an image like this:
http://i.imgur.com/JwPoDrh.jpg
Or like this:
http://i.imgur.com/QEYwhBY.jpg
Or just the correct image, like this:
http://i.imgur.com/zUJbwCM.jpg
The scene consists of one spinning colored cube (made of 12 triangles) with a simple shader on it that colors the pixels based on the absolute value of their model space coordinates. The junk faces appear to spin with the cube as though they were attached to it and often junk triangles or quads flash on the screen briefly as though they were rendered in 2D.
The thing I find most unusual about this is that the behavior is highly inconsistent, starting the exact same application repeatedly without me personally changing anything else on the system will produce different results, sometimes bugged, sometimes not, the arrangement of the junk faces produced isn't consistent either.
I can't really post source code for the application as it is very lengthy and the actual OpenGL calls are spread out across many wrapper classes and such.
This is occurring under the following conditions:
Windows 10 64 bit OS (although I have observed very similar behavior under Windows 8.1 64 bit).
AMD FX-9590 CPU (Clocked at 4.7GHz on an ASUS Sabertooth 990FX).
AMD 7970HD GPU (It is a couple years old and occasionally areas of the screen in 3D applications become scrambled, but nothing on the scale of what I'm experiencing here).
Using SDL (https://www.libsdl.org/) for window and context creation.
Using GLEW (http://glew.sourceforge.net/) for OpenGL.
Using OpenGL versions 1.0, 3.3 and 4.3 (I'm assuming SDL is indeed using the versions I instructed it to).
AMD Catalyst driver version 15.7.1 (Driver Packaging Version listed as 15.20.1062.1004-150803a1-187674C, although again I have seen very similar behavior on much older drivers).
Catalyst Control Center lists my OpenGL version as 6.14.10.13399.
This looks like a broken graphics card to me. Most likely some problem with the memory (either the memory itself, or some soldering problem). Artifacts like those you see can happen if for some reason setting the address for a memory operation does not fully settle or happen at all, before starting the read; that can happen due to a bad connection between the GPU and the memory (solder connections failed) or because the memory itself failed.
Solution: Buy new graphics card. You may try out what happens if you resolder it using a reflow process; there are some tutorials on how to do this DIY, but a proper reflow oven gives better results.

C++/opengl application running smoother with debugger attached

Have you experienced a situation, where C++ opengl application is running faster and smoother when executed from visual studio? When executed normally, without debugger, I get lower framerate, 50 instead of 80, and a strange lagging, where fps is diving to about 25 frames/sec every 20-30th frame. Is there a way to fix this?
Edit:
Also we are using quite many display lists (created with glNewList). And increasing the number of display lists seem to increase lagging.
Edit:
The problem seems to be caused by page faults. Adjusting process working set with SetProcessWorkingSetSizeEx() doesn't help.
Edit:
With some large models the problem is easy to spot with procexp-utility's GPU-memory usage. Memory usage is very unstable when there are many glCallList-calls per frame. No new geometry is added, no textures loaded, but gpu-memory-allocation fluctuates +-20 Mbytes. After a while it becomes even worse, and may allocate something like 150Mb in one go.
I believe that what you are seeing is the debugger locking some pages so they couldn't be swapped to be immediately accessible to the debugger. This brings some caveats for OS at the time of process switching and is, in general, not reccommended.
You will probably not like to hear me saying this, but there is no good way to fix this, even if you do.
Use VBOs, or at least vertex arrays, those can be expected to be optimized much better in the driver (let's face it - display lists are getting obsolete). Display lists can be easily wrapped to generate vertex buffers so only a little of the old code needs to be modified. Also, you can use "bindless graphics" which was designed to avoid page faults in the driver (GL_EXT_direct_state_access).
Do you have an nVidia graphics card by any chance? nVidia OpenGL appears to use a different implementation when attached to the debugger. For me, the non-debugger version is leaking memory at up to 1 MB/sec in certain situations where I draw to the front buffer and don't call glClear each frame. The debugger version is absolutely fine.
I have no idea why it needs to allocate and (sometimes) deallocate so much memory for a scene that's not changing.
And I'm not using display lists.
It's probably the thread or process priority. Visual Studio might launch your process with a slightly higher priority to make sure the debugger is responsive. Try using SetPriorityClass() in your app's code:
SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
The 'above normal' class just nudges it ahead of everything else with the 'normal' class. As the documentation says, don't slap on a super high priority or you can screw up the system's scheduler.
In an app running at 60 fps you only get 16ms to draw a frame (less at 80 fps!) - if it takes longer you drop the frame which can cause a small dip in framerate. If your app has the same priority as other apps, it's relatively likely another app could temporarily steal the CPU for some task and you drop a few frames or at least miss your 16 ms window for the current frame. The idea is boosting the priority slightly means Windows comes back to your app more often so it doesn't drop as many frames.

glDrawArray+VBO increasing memory footprint

I am writing a Windows based OpenGL viewer application.
I am using VBO + triangle strip + glDrawArrays method to render my meshes. Every thing is perfectly working on all machines.
In case of Windows Desktop with nVidia Quadro cards the working/peak working memory shoots when i first call glDrawArray.
While in case of laptops having nvidia mobile graphic cards the working memory or peak working memory does not shoot. Since last few days i am checking almost all forums/post/tuts about VBO memory issue. Tried all combinations of VBO like GL_STATIC_DRAW/DYNAMIC/STREAM, glMapbuffer/glunmapbuffer. But nothing stops shooting memory on my desktops.
I suspect that for VBO with ogl 1.5 i am missing some flags.
PS: I have almost 500 to 600 VBO's in my application. I am using array of structures ( i.e. v,n,c,t together in a structure). And I am not aligning my VBOs to 16k memory.
Can any one suggest me how I should go ahead to solve this issue. Any hints/pointers would be helpful.
Do you actually run out of memory or does your application increasingly consume memory? If not, why bother? If the OpenGL implementation keeps a working copy for itself, then this is probably for a reason. Also there's little you can do on the OpenGL side to avoid this, since it's entirely up to the driver how it manages its stuff. I think the best course of action, if you really want to keep the memory footprint low, is contacting NVidia, so that they can double check if this may be a bug in their drivers.

What can cause a reduction in frame rate when upgrading a graphics card?

We have a two-screen DirectX application that previously ran at a consistent 60 FPS (the monitors' sync rate) using a NVIDIA 8400GS (256MB). However, when we swapped out the card for one with 512 MB of RAM the frame rate struggles to get above 40 FPS. (It only gets this high because we're using triple-buffering.) The two cards are from the same manufacturer (PNY). All other things are equal, this is a Windows XP Embedded application and we started from a fresh image for each card. The driver version number is 169.21.
The application is all 2D. I.E. just a bunch of textured quads and a whole lot of pre-rendered graphics (hence the need to upgrade the card's memory). We also have compressed animations which the CPU decodes on the fly - this involves a texture lock. The locks take forever but I've also tried having a separate system memory texture for the CPU to update and then updating the rendered texture using the device's UpdateTexture method. No overall difference in performance.
Although I've read through every FAQ I can find on the internet about DirectX performance, this is still the first time I've worked on a DirectX project so any arcane bits of knowledge you have would be useful. :)
One other thing whilst I'm on the subject; when calling Present on the swap chains it seems DirectX waits for the present to complete regardless of the fact that I'm using D3DPRESENT_DONOTWAIT in both present parameters (PresentationInterval) and the flags of the call itself. Because this is a two-screen application this is a problem as the two monitors do not appear to be genlocked, I'm working around it by running the Present calls through a threadpool. What could the underlying cause of this be?
Are the cards exactly the same (both GeForce 8400GS), and only the memory size differ? Quite often with different memory sizes come slightly different clock rates (i.e. your card with more memory might use slower memory!).
So the first thing to check would be GPU core & memory clock rates, using something like GPU-Z.
It's an easy test to see if the surface lock is the problem, just comment out the texture update and see if the framerate returns to 60hz. Unfortunately, writing to a locked surface and updating the resource kills perfomance, always has. Are you using mipmaps with the textures? I know DX9 added automatic generation of mipmaps, could be taking up a lot of time to generate those. If your constantly locking the same resource each frame, you could also try creating a pool of textures, kinda like triple-buffering except with textures. You would let the render use one texture, and on the next update you pick the next available texture in the pool that's not being used in to render. Unless of course your memory constrained or your only making diffs to the animated texture.