Running OpenGL on windows server 2012 R2 - opengl

This should be straightforward, but for some reason I can't make it work.
I hired a Softlayer Bare Metal Server that comes with an Nvidea Tesla GPU.
I'm remotley executing a program (openScad) that needs OpenGL > 2.0 in order to properly export a PNG file.
When I invoke openScad and export a model, I get a 0kb png file as output, a clear symptom that OpenGL > 2.0 support is not present.
In order to make sure that I was running openGL > 2.0 I connected to my server via RD and ran GlView. To my surprise I saw that the server was supporting nothing but openGL 1.1.
After a little research I found out that for standard RD sessions the GPU is not used so it makes sense that I'm only seeing openGL 1.1.
The problem is that when I execute openscad remotley, it seems that the GPU is not used either.
What can I do to successfully make the GPU capabilities of my server work when I invoke openscad remotely?
PS: I checked with softlayer support and they are not taking any responsibility

Most (currently all) OpenGL implementations that use a GPU assume that there's a display system of some sort using that GPU; in the case of Windows that would be GDI. However on a headless server Windows usually doesn't start the GDI on the GPU but uses some framebuffer.
The NVidia Tesla GPUs are marketed as compute-only-devices and hence their driver does not support any graphics functionality (note that this is a marketing limitation implemented in software, as the silicon is perfectly capable of doing graphics). Or in other words: If you can implement your graphics operations using CUDA or OpenCL, then you can use it to generate pictures. Otherwise (i.e. for OpenGL or Direct3D) it's useless.
Note that NVidia is marketing their "GRID" products for remote/cloud rendering.

I'm replying because i faced a similar problem in the past; also trying to run an application that needed openGL 4 on a windows server.
windows remote desktop indeed doesn't trigger opengl. However if you use tigervnc instead and then start your openScad application it might recognize your opengl drivers. At least this trick did it for me.
(when opening an openGL context in a program it scan's for monitors/RD's attached i pressume).
hope it helps.

Related

How do I optimize my OpenGL textures for Remote Desktop/ANGLE?

I display a 2D texture in OpenGL using Qt.
Unfortunately I have found out that I need to support running my application via Remote Desktop to a Windows 7 PC. In this case I need to use OpenGL ES 2.0 API (ANGLE).
Due to low bandwidth my 2D visualization seems to be lagging.
My texture may have higher resolution than the screen so that it needs to be minified.
When not using remote desktop my approach have been to specify a very detailed texture and let the graphics card do the minification.
However now I am thinking that the OpenGL calls are executed in software locally and not on the remote machine? In which case the textures have to be transmitted via TCP/IP?
Does this mean that I should do minification myself before using the textures?
As an example instead of using a 2048x2048 texture I may bin 2x2 pixels in C++ and upload a 1024x1024 texture.
Alternatively I could use glGenerateMipmap?
I feel multiple terms are confused here: RDP just transfers the entire remote desktop for you whatever is on it, so no "OpenGL calls are executed in software locally". Hence, unfortunately it will not help if you reduce the texture size in your app, even if you remove it entirely (try it). RDP is not really suitable for real time animation.
Your app better be running locally on the user machine, so better to think how to distribute your OGL app to users.
If you cannot install your app on users machine, or give them installation kit, then
maybe turning your app to a browser app is a better option.
WebGL there for exactly this kind of applications, and is a standard too:
https://www.khronos.org/webgl/

How to detect the default GPU at Runtime?

I have a little weird problem here that i´m having a lot of dificulties to find out the answer.
I have a C++ 3D Engine, and I´m using OpenCL for optimizations and OpenGL interoperability.
In My machine i have Two GPU´s installed, a GTX 960 and a AMD R9 280X.
Everything is working fine, including the detection of the GPU´s and CPU and
the graphics interoperability are running really fast as expected.
But, allways in a machine we have a default GPU on the system(This are setup on windows depending the order we install the drivers).
So, when i´m starting read all the devices and detect the GPU´s when i try create the interoperability contexts i have a weird situation:
When i have AMD as default GPU:
in the case of NVIDIA devices the OpenCL returns to me an error informing that its not possible create the CL context(Becouse is not the default GPU), and when i create the OpenGL context for the AMD GPU the context are created properly.
When i have NVIDIA as default GPU:
in the case of NVIDIA devices the context are created properly , but when i try create the AMD context, instead return me an error, the system Crash!
So, my main problem is how to detect the default GPU during Runtime to create interoperability contexts, only for the default GPU since the AMD are crashing instead return error...(Becouse with the errors i can setup a flag informing the default GPU based on this results...).
Anyone have an idea of how can i detect the default GPU at runtime using C++ ?
Kind Regards.
One technique is to ask OpenGL for the device name and use that to choose the OpenCL device. Note: You may with to reduce these to enumerations before comparing, because the strings won't match (e.g. AMD vs. ATI).
Most likely you are mixing stuff from both GPUs. For example context is created for non-default GPU using device from default GPU. You can run into this sort of problems when using Khronos C++ bindings for OpenCL. Whatever is not created explicitly and set as default for non default GPU it will be created by the wrapper for you using default GPU.
Other C++ wrappers may suffer from similar problems. It's hard to say something more without seeing the source code.
Finally after a lot of tests, its working as expected and really Fast!!!
Basically i have two components:
01) OpenGL Component
02) OpenCL Component
So, in the OpenGL component i extract the GPU vendor from the graphics context created (Since the GL context is the first things created on the system to make possible render the graphics in a Window).
After This Initialization, i start the inicialization of the OpenCL component passing to it, the Vendor collected by OpenGL, since is the default GPU card registered on the system.
During the devices initialization i put a flag marking the default GPU for OpenGL interoperation, so for all other devices a normal execution context are created , and for the default GPU device the interoperation context are created.
after that when i request a kernel execution , i pass to it the component name using it, and if this component are a normal component the CPU and Second GPU devices for Heterogeneous computing are used, and if this call comes from the 3D component the GPU for OpenGL interoperation are used!!!
Reeaaallly Cool!!!
I tested inverting the Default GPU from NVIDIA to AMD and AMD to NVIDIA , and works lovelly!!!
I tested pointing my Math and Physics component to the second GPU and the 3D Graphics Component to the default GPU , and i reach great results!
The software are running like a Monster Dragster now!!!
Thanks so much for your help!
Kind Regards.

Can EGL application run in console mode?

I want to implement an opengl application which generates images and I view the image via a webpage.
the application is intended to run on a linux server which has no display, no x windows, but with gpu.
I know that egl can use pixmap or pbuffer as render targets.
but the function eglGetDisplay worries me, it sounds like I still need to have attached display to make it work?
does egl work without display and xwindows or wayland?
This is a recurring question. TL;DR: With the current Linux graphics driver model it is impossible to use the GPU with traditional drivers without running a X server. If the GPU is supported by KMS+DRM+DRI you can do it. (EDIT:) Also in 2016 Nvidia finally introduced truly headless OpenGL support in their drivers through EGL.
The long story is, that technically GPUs are perfectly capable of rendering to an offscreen buffer without a display being attached or a graphics server running. However due to the history of graphics driver and environment development this is not possible, yet has not been possible for a long time. The assumption back then (when graphics was first introduced to Linux) was: "The graphics device is there to deliver a picture to a screen." That a graphics card could be used as an accelerating coprocessor was not even a figment of an idea.
Add to this, that until a few years ago, the Linux kernel itself had no idea how to talk to graphics devices (other than a dumb framebuffer somewhere in the system's address space). The X server was what talked to GPUs, so you needed that to run. And the first X server developers made the assumption that there is a person between keyboard and chair.
So what are your options:
Short term, if you're using a NVidia GPU: Just start an X server. You don't need a full blown desktop environment. You can even save yourself the trouble of starting a window manager. Just have the X server claim the VT and being active. There is now support for headless OpenGL contexts through EGL in the Nvidia drivers.
If you're using an AMD or Intel GPU you can talk directly to it. Either through EGL or using KMS (Google for something called kmscube, when trying it, make sure you switch away from your X server to a text VT first, otherwise you'll crash the X server). I've not tried it yet, but it should be possible to adjust the kmscube example that it uses the GPU to render into an offscreen buffer, without switching the VT to graphics mode or have any graphics output on the display framebuffer at all.
As datenwolf told u can create a frame buffer without using x with AMD and intel GPU. since iam using AMD graphics card with EGL and iam able to create a frame buffer and iam drawing on it.with Mesa Library by configuring without x u can achieve.

Remote off-screen rendering (Linux / no GUI)

The situation is as follows:
There is a remote Linux server (no GUI), which builds the OpenGL scene.
Objective: Transfer generated image(s) to client windows machine
I can not understand some thing with offscreen rendering, read a lot of literature, but still not well understood:
Using GLUT implies setting variable DISPLAY. If I right understand means remote rendering via x11. If I run x11 server on windows (XWin server) machine everything works. If I try to run without rendering server , then : freeglut (. / WFWorkspace): failed to open display 'localhost: 11.0'. Anyway x11 is not suitable.
Do I need to create a graphics context (hardware rendering support is required)?
How can I create a graphics context on Linux server without GLUT/x11?
Framebuffer object - whether it is suitable for my task and whether the graphics context is necessary for it?
What is the most efficient way to solve this problem (rendering requires hardware support).
Not an important issue, but nevertheless:
Pixel buffer object. I plan to use it to increase the read performance of GPU memory. Is it profitable within my task?
You need to modify your program to use OSMesa - it's a "null display" driver used by Mesa for software rendering. Consider this answer for near duplicate question as a starter:
https://stackoverflow.com/a/8442800/2702398
For a full example, you can check out the examples in the Mesa distribution itself, such as this: http://cgit.freedesktop.org/mesa/demos/tree/src/osdemos/osdemo.c
Update
It appears that VirtualGL (http://www.virtualgl.org) supports remote rendering of OpenGL/GLX protocol and serves rendered pixmaps to the client over VNC (whereupon, VNC head can be trivially made virtual).
If you want to use full OpenGL spec, use X11 to create context. Here is a tutorial showing how you can do this:
http://arrayfire.com/remote-off-screen-rendering-with-opengl/

Running OpenGL application without any graphic server

I want to write application for digital signage but I want it to run in minimal environment so I don't want X11 server. Is it possible to run on one account OpenGl app without X11 (or any other graphic drawing library with at least 2D graphics)?
One way is via the Mesa off-screen rendering API. Be aware that this will most likely be unaccelerated.
If you just don't want X11 and you're willing to use OpenGL ES then Wayland and corresponding Gallium drivers would get you hardware acceleration.
I`m working in a very similar project. Since for me the need to run opengl without xserver was primarily performance based, I opeted instead to install damn small linux to a flash drive along with the program i wrote. Damn small linux is super small (50 mb for the entire os), and since its designed to run on low spec hardware (it can be run on a pentium 1 with 16 mb of ram) it uses a minimal ammount of system resources. I just run ny application on top of damn small linux, and it performs extremely well.