Does OpenGL takes care of GPU memory fragmentation? - opengl

So basically whenever I create buffer objects Opengl allocates some memory on the GPU.
Consider scenario 1 where I generate 2 uniform buffers for 2 uniform variables.
Now consider scenario 2 where I create a single buffer and enclose the 2 uniform variables inside an interface block.
My understanding is that for scenario 1, two separate regions of memory get allocate while for scenario 2, one big contiguous block of memory gets allocated. If so, then Scenario 1 might be susceptible to memory fragmentation and if this happens is it managed by OpenGL or something else OR should we keep this in mind before writing performance critical code?

Actually I have to fix that for you. It's
So basically whenever I create buffer objects Opengl allocates some memory.
You don't know – and it's invalid to make assumptions – about the whereabouts of where this memory is located. You just get the assurance that it's there (somewhere) and that you can make use of it.
managed by OpenGL or something
Yes. In fact, and reasonable OpenGL implementations do have to move around data on a regular basis. Think about it: On a modern computer system several applications do use the GPU in parallel, and neither process (usually) does care about or respect the inner working of the other processes that coinhabit the same machine. Yet the user (naturally) expects, that all processes will "just work" independent of the situation.
The GPU drivers do a lot of data pushing in the background, moving stuff between the system memory, the GPU memory or even swap space on storage devices without processes noticing any of that.
OR should we keep this in mind before writing performance critical code?
Average-joe-programmer will get the best performance by just using the OpenGL API in a straightforward way, without trying to outsmart the implementation. Every OpenGL implementation (= combination of GPU model + driver version) has "fast paths", however short of having access to intimately detailed knowledge about the GPU and driver details those are very difficult to hit.
Usually only the GPU makers themselves have this knowledge; if you're a AAA game studio, you're usually having a few GPU vendor guys on quick dial to come for a visit to your office and do their voodoo; most people visiting this site probably don't.

Related

Vulkan: Separate vertex buffers or dynamic vertex buffers?

So I'm starting to learn Vulkan, and I still haven't done anything with multiple objects yet, thing is, if I'm making a game engine, and I'm implementing some kind of "drag and drop" thing, where you drag, for example, a cube from a panel, and drop it into the scene, is it better to... ?
Have separate vertex buffers.
Have just one, and make it grow kinda like a std::vector class or something, but this sounds really slow considering I have to perform a transfer operation with command buffers every time a resize needs to happen (every time a new object gets added to the scene).
A growing vertex buffer is usually the way to go, keep in mind Vulkan has very limited buffer handles of every type and is designed for sub-allocation (like in old school C). Excerpt from NVIDIA's Vulkan recommendations:
Use memory sub-allocation. vkAllocateMemory() is an expensive operation on the CPU. Cost can be reduced by suballocating from a large memory object. Memory is allocated in pages which have a fixed size; sub-allocation helps to decrease the memory footprint.
The only note here is to aggressively allocate your buffer as large as you believe it will grow. The other point on that page warns you against pushing the memory to its limits, the OS will give up and kill your program if you fail this:
When memory is over-committed on Windows, the OS may temporarily suspend a process from the GPU runlist in order to page out its allocations to make room for a different process’ allocations. There is no OS memory manager on Linux that mitigates over-commitment by automatically performing paging operations on memory objects.

Does cudaMallocManaged() create a synchronized buffer in RAM and VRAM?

In an Nvidia developer blog: An Even Easier Introduction to CUDA the writer explains:
To compute on the GPU, I need to allocate memory accessible by the
GPU. Unified Memory in CUDA makes this easy by providing a single
memory space accessible by all GPUs and CPUs in your system. To
allocate data in unified memory, call cudaMallocManaged(), which
returns a pointer that you can access from host (CPU) code or device
(GPU) code.
I found this both interesting (since it seems potentially convenient) and confusing:
returns a pointer that you can access from host (CPU) code or device
(GPU) code.
For this to be true, it seems like cudaMallocManaged() must be syncing 2 buffers across VRAM and RAM. Is this the case? Or is my understanding lacking?
In my work so far with GPU acceleration on top of the WebGL abstraction layer via GPU.js, I learned the distinct performance difference between passing VRAM based buffers (textures in WebGL) from kernel to kernel (keeping the buffer on the GPU, highly performant) and retrieving the buffer value outside of the kernels to access it in RAM through JavaScript (pulling the buffer off the GPU, taking a performance hit since buffers in VRAM on the GPU don't magically move to RAM).
Forgive my highly abstracted understanding / description of the topic, since I know most CUDA / C++ devs have a much more granular understanding of the process.
So is cudaMallocManaged() creating synchronized buffers in both RAM
and VRAM for convenience of the developer?
If so, wouldn't doing so come with an unnecessary cost in cases where
we might never need to touch that buffer with the CPU?
Does the compiler perhaps just check if we ever reference that buffer
from CPU and never create the CPU side of the synced buffer if it's
not needed?
Or do I have it all wrong? Are we not even talking VRAM? How does
this work?
So is cudaMallocManaged() creating synchronized buffers in both RAM and VRAM for convenience of the developer?
Yes, more or less. The "synchronization" is referred to in the managed memory model as migration of data. Virtual address carveouts are made for all visible processors, and the data is migrated (i.e. moved to, and provided a physical allocation for) the processor that attempts to access it.
If so, wouldn't doing so come with an unnecessary cost in cases where we might never need to touch that buffer with the CPU?
If you never need to touch the buffer on the CPU, then what will happen is that the VA carveout will be made in the CPU VA space, but no physical allocation will be made for it. When the GPU attempts to actually access the data, it will cause the allocation to "appear" and use up GPU memory. Although there are "costs" to be sure, there is no usage of CPU (physical) memory in this case. Furthermore, once instantiated in GPU memory, there should be no ongoing additional cost for the GPU to access it; it should run at "full" speed. The instantiation/migration process is a complex one, and what I am describing here is what I would consider the "principal" modality or behavior. There are many factors that could affect this.
Does the compiler perhaps just check if we ever reference that buffer from CPU and never create the CPU side of the synced buffer if it's not needed?
No, this is managed by the runtime, not compile time.
Or do I have it all wrong? Are we not even talking VRAM? How does this work?
No you don't have it all wrong. Yes we are talking about VRAM.
The blog you reference barely touches on managed memory, which is a fairly involved subject. There are numerous online resources to learn more about it. You might want to review some of them. here is one. There are good GTC presentations on managed memory, including here. There is also an entire section of the CUDA programming guide covering managed memory.

Directx 11 Registers

I'm somewhat confused about registers in DirectX 11. Let me give an example of the situation: Assume you have 3 models. They each have a texture that is mapped to register t0. Models 1 and 3 use the same texture, and model 2 uses a different texture. When drawing model 1, I set the texture resource view to register 0 and draw the model. Then I do the same things for models 2 and 3, but use the same resource view for model 3. When I set the the texture for model 2, does the GPU replace the texture in the GPU memory with a different one, or does it maintain that texture memory until space is needed and just moves some pointers around? I would like to minimize data transfer to GPU and I'm wondering if I should handle situations like these myself or does DX handle it for me. Btw, I am NOT using the Effects 11 framework.
Thanks in advance.
In general, you should assume that once you have created a resource on the GPU (e.g. using CreateTexture2D), that memory is reserved and resident for that resource for use by the 3D pipeline. Note that this is independent of data transfer to the GPU, which is also explicit via Map/Unmap or UpdateSubresource.
There are some cases where the OS will swap memory in and out, but usually this should be avoided if possible. For example, if you create a bunch of large textures but never access them, eventually the video memory manager will page them out to system memory for other tasks (e.g. watching Netflix / browsing the internet on another display). You can also run into real problems if you overcommit video memory (using more than what is available on the system). This used to be impossible (you would just get E_OUTOFMEMORY) but now the memory manager tries to make it work by paging things to system memory or even disk. This is something you should really strive to avoid since if you ever bind and use a paged-out resource, you'll get a glitch waiting for the memory manager to page it back in for use.
Note that the above really just applies to discrete GPU configs. On integrated systems e.g. from Intel or AMD, you get unified memory which has completely different characteristics. But in general you should target discrete configs first, since there are more performance cliffs you have to worry about if you screwed something up, and they would be unlikely to show up on integrated.
Going back to your original question, changing SRVs between draw calls is not that expensive - it's more than a pointer swap, but nowhere near the cost of transferring the entire texture across the bus. You should feel free to swap SRVs at the same frequency as your draw calls and expect no adverse performance impact.
I think what you're asking depends a lot on hardware and driver implementation. That's also why DX11 documentation doesn't do any claims on how memory is managed for graphics resources. I can't really give you any valid sources but I believe it's safe to assume that textures/buffers for which you've made a view will reside in GPU's memory (especially the ones you're accessing more frequently). The graphics driver will do a lot of access optimization. However, it's good practice to change the state of graphics pipeline as little as possible.
You can read an in depth discussion of graphics pipeline here

OpenGL error handling best practices

Checking OpenGL error state after OpenGL calls in debug builds can be an invaluable tool for finding bugs in OpenGL code. But what about errors like running out of memory when allocating textures or other OpenGL resources? What are the best practices on handling or avoiding errors like these?
An OpenGL resource allocation failure would probably be fatal in most cases so should a program just try to allocate a reasonable amount of resources and hope for the best? What kind of approaches are used in real world projects on different platforms, e.g., on PC and on mobile platforms?
Running out of memory when allocating resources for textures and vertex buffers is on the rare side these days. When you would run into this sort of situation you should already know that you are approaching limitations for your system requirements, and have a resource manager smart enough to deal with it.
In the PC spectrum, the amount of available memory is becoming less relevant and harder to define. Textures are becoming virtualized resources, where portions of them are only fetched and stored in local (GPU) memory when a specific sub-region is referenced in a shader (Sparse Textures in OpenGL 4.4 terms, or Tiled Resources in D3D 11.2 terms). You may also hear this feature referred to as Partially Resident Textures, and that is the term I like to use most often.
Since Partially Resident Textures (PRT) are an architectural trend on DX 11.2+ PC hardware and a key feature of the Xbox One / PS4 the amount of available memory will be less and less of an application terminating event. It will be more of a performance hitch when page faults have to be serviced (e.g. memory for part of a texture is referenced for the first time), and care will have to be taken to try and minimize thrashing. This is really not much different from the situation 10 years ago, except that instead of a texture either being completely resident or completely non-resident now individual tiles in a texture atlas or mipmap levels may have different states. The way that memory faults are handled can actually open up doors for more efficient procedurally generated content and streaming from optical / network based storage.
Having said that, virtualizing memory resources is not the most efficient way to approach real-time applications and/or embedded applications. Extra hardware is usually needed to handle memory mapping, and extra latency is introduced when a memory fetch for a non-resident resource is issued. In the mobile domain I doubt PRTs are going to change a whole lot, here you will still benefit from lower-level memory management and things like proxy textures before texture allocation; unfortunately OpenGL ES does not even support proxy textures.
Your resource manager should be designed to keep a running tab of the memory allocated for all types of resources. It will not be completely accurate, because OpenGL hides a lot of details from you but it will give you a big picture. You will be able to see immediately that switching from an RGBA16F render buffer to a an RGBA8 saves you X-many bytes of memory or eliminating 1 vertex attribute from one of your vertex buffers changes storage requirements for instance. You can insert your own checks when allocating resources and handle them as assertion failures, etc. at run-time. Better to define and monitor your own thresholds than to have OpenGL complain only AFTER it cannot satisfy a memory request.
There's no "one size fits it all" approach for this. It all depends on the application and how critical it is. The general rule is: Whereever possible fail gracefully and safe.
In the case of a game a preferable course of action would be to save a snapshot of the current game state (it's a good idea to add autosave spots prior and right after critical points) terminate the game process and show the user a understandable reason for the failure; and if there's a save game assure him his progress is not lost.
In the case of a medical diagnostics system inform the user that the graphics display has become corrupt and that he must not use what is currently visible on screen for any further diagnostic purposes.
In the case of a flight controller display, a medical treatment system or similar applications where total failure is not an options, your system must be build in a way that any partial failure the failing part will be isolated and there are enough redundancies and backups that operations can commence normally.
Flight controller displays for example are not fed by a single computer, but each display has (IIRC) three independently operating computers, producing identical output their programming differs so that a programming failure in one of the computers will create an inconsistency with the other 2. Each computer feed its internal state into an arbiter which makes sure that all computers agree on their data. The display signal itself is fed through a further independent comparing arbiter which compares the display output and would disable the offending systems output in case of failure as well.

Confusion regarding memory management in OpenGL

I'm asking this question because I don't want to spend time writing some code that duplicates functionalities of the OpenGL drivers.
Can the OpenGL driver/server hold more data than the video card? Say, I have enough video RAM to hold 10 textures. Can I ask OpenGL to allocate 15 textures without getting an GL_OUT_OF_MEMORY error?
If I can rely on the driver to cleverly send the textures/buffers/objects from the 'normal' RAM to the video RAM when needed then I don't really need to Gen/Delete these objects myself. I become limited by the 'normal' RAM which is often plentiful when compared to the video RAM.
The approach "memory is abundant so I don't need to delete" is bad, and the approach "memory is abundant, so I'll never get out of memory errors" is flawed.
OpenGL memory management is obscure, both for technical reasons (see t.niese's comment above) and for ideological reasons ("you don't need to know, you don't want to know"). Though there exist vendor extensions (such as ATI_meminfo) that let you query some non-authorative numbers (non-authorative insofar as they could change the next millisecond, and they do not take effects like fragmentation into account).
Generally, for the most part, your assumption that you can use more memory than there is GPU memory is correct.
However, you are not usually not able to use all available memory. More likely, there is a limit well below "all available RAM" due to constraints on what memory regions (and how large regions) the driver can allocate, lock, and DMA to/from. And even though you can normally use more memory than will fit on the GPU (even if you used it exclusively), this does not mean careless allocations can't and won't eventually fail.
Usually, but not necessarily, you consume as much system memory as GPU memory, too (without knowing, the driver does that secretly). Since the driver swaps resources in and out as needed, it needs to maintain a copy. Sometimes, it is necessary to keep 2 or 3 copies (e.g. when streaming or for ARB_copy_buffer operations). Sometimes, mapping a buffer object is yet another copy in a specially allocated block, and sometimes you're allowed to write straight into the driver's memory.
On the other hand, PCIe 2.0 (and PCIe 3.0 even more so) is fast enough to stream vertices from main memory, so you do not even strictly need GPU memory (other than a small buffer). Some drivers will stream dynamic geometry right away from system memory.
Some GPUs do not even have separate system and GPU memory (Intel Sandy Bridge or AMD Fusion).
Also, you should note that deleting objects does not necessarily delete them (at least not immediately). Usually, with very few exceptions, deleting an OpenGL object is merely a tentative delete which prevents you from further referencing the object. The driver will keep the object valid for as long as it needs to.
On the other hand, you really should delete what you do not need any more, and you should delete early. For example, you should delete a shader immediately after attaching it to the program object. This ensures that you do not leak resources, and it is guaranteed to work. Deleting and re-specifying the in-use vertex or pixel buffer when streaming (by calling glBufferData(... NULL); is a well-known idiom. This only affects your view of the object, and it allows the driver to continue using the old object in parallel for as long as it needs to.
Some additional information to my comment that did not fit in there.
There are different reasons why this is not part of OpenGL.
It isn't an easy task for the system/driver to guess which resources are and will be required. The driver for sure could create an internal heuristic if resource will be required often or rarely (like CPU does for if statements and doing pre executing code certain code parts on that guess). But the GPU will not know (without knowing the application code) what resource will be required next. It even has no knowledge where the geometry is places in the scene (because you do this with you model and view martix you pass to your shader yourself)
If you e.g. have a game where you can walk through a scene, you normally won't render the parts that are out of the view. So the GPU could think that these resources are not required anymore, but if you turn around then all this textures and geometry is required again and needs to be moved from system memory to gpu memory, which could result in really bad performance. But the Game Engine itself has, because of the use of octrees (or similar techniques) and the possible paths that can be walked, an in deep knowledge about the scene and which resource could be removed from the GPU and which one could be move to the GPU while playing and where it would be necessary to display a loading screen.
If you look at the evolution of OpenGL and which features become deprecated you will see that they go to the direction to remove everything except the really required features that can be done best by the graphic card, driver and system. Everything else is up to the user to implement on it's own to get the best performance. (you e.g. create your projection matrix yourself to pass it to the shader, so OpenGl even does not know where the object is placed in the scene).
Here's my TL;DR answer, I recommend reading Daemon's and t.niese's answers as well:
Can the OpenGL driver/server hold more data than the video card?
Yes
Say, I have enough video RAM to hold 10 textures. Can I ask OpenGL to allocate 15 textures without getting an GL_OUT_OF_MEMORY error?
Yes. Depending on the driver / GPU combination it might even be possible to allocate a single texture that exceeds the GPU's memory, and actually use it for rendering. At my current occupation I exploit that fact to extract slices of arbitrary orientation and geometry from large volumetric datasets, using shaders to apply filters on the voxel data in situ. Works well, but doesn't work for interactive frame rates.