One big OpenGL vertex buffer, or many small ones? - c++

Let's say I have 5 entities (objects) with a method Render(). Every entity needs to set its own vertices in a buffer for rendering.
Which of the following two options is better?
Use one big pre-allocated buffer created with glGenBuffer, which every entity will use (id of buffer passed as argument to Render methods) by writing its vertices to the buffer with glBufferSubData.
Every entity creates and uses its own buffer.
If one big buffer is better, how can I render all vertices in this buffer (from all entities) properly, with proper shaders and everything?

Having multiple VBOs is fine as long as they have a certain size. What you want to avoid is to have a lot of small draw calls, and to have to bind different buffers very frequently.
How large the buffers have to be to avoid excessive overhead depends on so many factors that it's almost impossible to even give a rule of thumb. Factors that come into play include:
Hardware performance characteristics.
Driver efficiency.
Number of vertices relative to number of fragments (triangle size).
Complexity of shaders.
Generally it can make sense to keep similar/related objects that you typically draw at the same time in a single vertex buffer.
Putting everything in a single buffer seems extreme, and could in fact have adverse effects. Say you have a large "world", where you only render a small subset in any given frame. If you go to the extreme, an have all vertices in one giant buffer, that buffer needs to be accessible to the GPU for each draw call. Depending on the architecture, and how the buffer is allocated, this could mean:
Attempting to keep the buffer in dedicate GPU memory (e.g. VRAM), which could be problematic if it's too large.
Mapping the memory into the GPU address space.
Pinning/wiring the memory.
If any of the above needs to be applied to a very large buffer, but you end up using only a small fraction of it to render a frame, there is significant waste in these operations. In a system with VRAM, it could also prevent other allocations, like textures, to fit in VRAM.
If rendering is done with calls that can only access a subset of the buffer given by the arguments, like glDrawArrays() or glDrawRangeElements(), it might be possible for the driver to avoid making the whole buffer GPU accessible. But I wouldn't necessarily count on that happening.

It's easier to use one VBO (Vertex Buffer Object) with glGenBuffer for each entity you have but it's not always the best things to do, this depend on the use. But, in most cases, this is not a problem to have 1 VBO for each entity and the rendering is rarely affected.
Good info is located at: OpenGL Vertex Specification Best Practices

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What is GPU driven rendering? [closed]

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Nowadays I'm hearing from different places about the so called GPU driven rendering which is a new paradigm of rendering which doesn't require draw calls at all, and that it is supported by the new versions of OpenGL and Vulkan APIs. Can someone explain how it actually works on conceptual level and what are the main differences with the traditional approach?
Overview
In order to render a scene, a number of things have to happen. You need to walk your scene graph to figure out which objects exist. For each object which exists, you now need to determine if it is visible. For each object which is visible, you need to figure out where its geometry is stored, which textures and buffers will be used to render that object, which shaders to use to render the object, and so forth. Then you render that object.
The "traditional" method handling this is for the CPU to handle this process. The scene graph lives in CPU-accessible memory. The CPU does visibility culling on that scene graph. The CPU takes the visible objects and access some CPU data about the geometry (OpenGL buffer object and texture names, Vulkan descriptor sets and VkBuffers, etc), shaders, etc, transferring this as state data to the GPU. Then the CPU issues a GPU command to render that object with that state.
Now, if we go back farther, the most "traditional" method doesn't involve a GPU at all. The CPU would just take this mesh and texture data, do vertex transformations, rasterizatization, and so forth, producing an image in CPU memory. However, we started off-loading some of this to a separate processor. We started with the rasterization stuff (the earliest graphics chips were just rasterizers; the CPU did all the vertex T&L). Then we incorporated the vertex transformations into the GPU. When we did that, we started having to store vertex data in GPU accessible memory so the GPU could read it on its own time.
We did all of that, off-loading these things to a separate processor for two reasons: the GPU was (much) faster at it, and the CPU can now spend its time doing something else.
GPU driven rendering is just the next stage in that process. We went from no GPU, to rasterization GPU, to vertex GPU, and now to scene-graph-level GPU. The "traditional" method offloads how to render to the GPU; GPU driven rendering offloads the decision of what to render.
Mechanism
Now, the reason we haven't been doing this all along is because the basic rendering commands all take data that comes from the CPU. glDrawArrays/Elements takes a number of parameters from the CPU. So even if we used the GPU to generate that data, we would need a full GPU/CPU synchronization so that the CPU could read the data... and give it right back to the GPU.
That's not helpful.
OpenGL 4 gave us indirect rendering of various forms. The basic idea is that, instead of taking those parameters from a function call, they're just data stored in GPU memory. The CPU still has to make a function call to start the rendering operation, but the actual parameters to that call are just data stored in GPU memory.
The other half of that requires the ability of the GPU to write data to GPU memory in a format that indirect rendering can read. Historically, data on GPUs goes in one direction: data gets read for the purpose of being converted into pixels in a render target. We need a way to generate semi-arbitrary data from other arbitrary data, all on the GPU.
The older mechanism for this was to (ab)use transform feedback for this purpose, but nowadays we just use SSBOs or failing that, image load/store. Compute shaders help here as well, since they are designed to be outside of the standard rendering pipeline and therefore are not bound to its limitations.
The ideal form of GPU-driven rendering makes the scene-graph part of the rendering operation. There are lesser forms, such as having the GPU do nothing more than per-object viewport culling. But let's look at the most ideal process. From the perspective of the CPU, this looks like:
Update the scene graph in GPU memory.
Issue one or more compute shaders that generate multi-draw indirect rendering commands.
Issue a single multi-draw indirect call that draws everything.
Now of course, there's no such thing as a free lunch. Doing full scene graph processing on the GPU requires building your scene graph in a way that is efficient for GPU processing. Even more importantly, visibility culling mechanisms have to be engineered with efficient GPU processing in mind. That's complexity I'm not going to address here.
Implementation
Instead, let's look at the nuts-and-bolts of making the drawing part work. We have to sort out a lot of things here.
See, the indirect rendering command is still a regular old rendering command. While the multi-draw form draws multiple distinct "objects", it's still one CPU rendering command. This means that, for the duration of this command, all rendering state is fixed.
So everything under the purview of this multi-draw operation must use the same shader, bound buffers&textures, blending parameters, stencil state, and so forth. This makes implementing a GPU-driven rendering operation a bit complicated.
State and Shaders
If you need blending, or similar state-based differences in rendering operations, then you are going to have to issue another rendering command. So in the blending case, your scene-graph processing is going to have to compute multiple sets of rendering commands, with each set being for a specific set of blending modes. You may also need to have this system sort transparent objects (unless you're rendering them with an OIT mechanism). So instead of having just one rendering command, you have a small number of them.
But the point of this exercise however isn't to have only one rendering command; the point is that the number of CPU rendering commands does not change with regard to how much stuff you're rendering. It shouldn't matter how many objects are in the scene; the CPU will be issuing the same number of rendering commands.
When it comes to shaders, this technique requires some degree of "ubershader" style: where you have a very few number of rather flexible shaders. You want to parameterize your shader rather than having dozens or hundreds of them.
However things were probably going to fall out that way anyway, particularly with regard to deferred rendering. The geometry pass of deferred renderers tends to use the same kind of processing, since they're just doing vertex transformation and extracting material parameters. The biggest difference usually is with regard to doing skinned vs. non-skinned rendering, but that's really only 2 shader variations. Which you can handle similarly to the blending case.
Speaking of deferred rendering, the GPU driven processes can also walk the graph of lights, thus generating the draw calls and rendering data for the lighting passes. So while the lighting pass will need a separate draw call, it will still only need a single multidraw call regardless of the number of lights.
Buffers
Here's where things start to get interesting. See, if the GPU is processing the scene graph, that means that the GPU needs to somehow associate a particular draw within the multi-draw command with the resources that particular draw needs. It may also need to put the data into those resources, like the matrix transforms for a given object and so forth.
Oh, and you also somehow need to tie the vertex input data to a particular sub-draw.
That last part is probably the most complicated. The buffers which OpenGL/Vulkan's standard vertex input method pull from are state data; they cannot change between sub-draws of a multi-draw operation.
Your best bet is to try to put every object's data in the same buffer object, using the same vertex format. Essentially, you have one gigantic array of vertex data. You can then use the drawing parameters for the sub-draw to select which parts of the buffer(s) to use.
But what do we do about per-object data (matrices, etc), things you would typically use a UBO or global uniform for? How do you effectively change the buffer binding state within a CPU rendering command?
Well... you can't. So you cheat.
First, you realize that SSBOs can be arbitrarily large. So you don't really need to change buffer binding state. What you need is a single SSBO that contains everyone's per-object data. For each vertex, the VS simply needs to pick out the correct data for that sub-draw from the giant list of data.
This is done via a special vertex shader input: gl_DrawID. When you issue a multi-draw command, the VS gets an input value that represents the index of this sub-draw operation within the multidraw command. So you can use gl_DrawID to index into a table of per-object data to fetch the appropriate data for that particular object.
This also means that the compute shader which generates this sub-draw also needs use the index of that sub-draw to define where in the array to put the per-object data for that sub-draw. So the CS that writes a sub-draw also needs to be responsible for setting up the per-object data that matches the sub-draw.
Textures
OpenGL and Vulkan have pretty strict limits on the number of textures that can be bound. Well actually those limits are quite large relative to traditional rendering, but in GPU driven rendering land, we need a single CPU rendering call to potentially access any texture. That's harder.
Now, we do have gl_DrawID; coupled with the table mentioned above, we can retrieve per-object data. So: how do we convert this to a texture?
There are multiple ways. We could put a bunch of our 2D textures into an array texture. We can then use gl_DrawID to fetch an array index from our SSBO of per-object data; that array index becomes the array layer we use to fetch "our" texture. Note that we don't use gl_DrawID directly because multiple different sub-draws could use the same texture, and because the GPU code that sets up the array of draw calls does not control the order in which textures appear in our array.
Array textures have obvious downsides, the most notable of which is that we must respect the limitations of an array texture. All elements in the array must use the same image format. They must all be of the same size. Also, there are limits on the number of array layers in an array texture, so you might encounter them.
The alternatives to array textures differ along API lines, though they basically boil down to the same thing: convert a number into a texture.
In OpenGL land, you can employ bindless texturing (for hardware that supports it). This system provides a mechanism that allows one to generate a 64-bit integer handle which represents a particular texture, pass this handle to the GPU (since it is just an integer, use whatever mechanism you want), and then convert this 64-bit handle into a sampler type. So you use gl_DrawID to fetch a 64-bit handle from the per-object data, then convert that into a sampler of the appropriate type and use it.
In Vulkan land, you can employ sampler arrays (for hardware that supports it). Note that these are not array textures; in GLSL, these are sampler types which are arrayed: uniform sampler2D my_2D_textures[6000];. In OpenGL, this would be a compile error because each array element represents a distinct bind point for a texture, and you cannot have 6000 distinct bind points. In Vulkan, an arrayed sampler only represents a single descriptor, no matter how many elements are in that array. Vulkan implementations have limits on how many elements there can be in such arrays, but hardware that supports the feature you need to employ this (shaderSampledImageArrayDynamicIndexing) will typically offer a generous limit.
So your shader uses gl_DrawID to get an index from the per-object data. The index is turned into a sampler by just fetching the value from the sampler array. The only limitation for textures in that arrayed descriptor is that they must all be of the same type and basic data format (floating-point 2D for sampler2D, unsigned integer cubemap for usamplerCube, etc). The specifics of formats, texture sizes, mipmap counts, and the like are all irrelevant.
And if you're concerned about the cost difference of Vulkan's array of samplers compared to OpenGL's bindless, don't be; implementations of bindless are just doing this behind your back anyway.

Multiple meshes in a vertex buffer object when not all of them are drawn every frame

So Let's say I have 100 different meshes that all use the same OpenGL shader. Reading OpenGL best practices apparently I should place them into the same vertex buffer object and draw them using glDrawElementsBaseVertex. Now my question is, if I only render a fraction of these meshes every frame, am I wasting resources by having all these meshes in the same vertex buffer object? What are the best practices for batching in this context?
Also are there any guidelines or ways I can determine how much should be placed into a single vertex buffer object?
if I only render a fraction of these meshes every frame, am I wasting resources by having all these meshes in the same vertex buffer object?
What resources could you possibly be wasting? The mere act of rendering doesn't use resources. And since you're going to render those other meshes sooner or later, it's better to have them in memory than to have to DMA them up.
Of course, this has to be balanced against the question of how much stuff you can fit into memory. It's a memory vs. performance tradeoff, and you have to decide for yourself and your application how appropriate it is to keep data you're not actively using around.
Common techniques for dealing with this include streaming. That is, what data is in memory depends on where you are in the scene. As you move through the world, new data for new areas is loaded in, overwriting data for old areas.
Also are there any guidelines or ways I can determine how much should be placed into a single vertex buffer object?
As much as you possibly can. The general rule of thumb is that the number of buffer objects you have should not vary with the number of objects you render.

Comparing the multiDrawArrays, using primitive restart and multiDrawElements in terms of performance?

I want to draw a mass of branches with different shapes, each of which consisting of 4 triangle strips. (Using OpenGL)
So now I'm considering using one of those method calls (multiDrawArrays, using primitive restart and multiDrawElements).
I was wondering which one is more efficient. Is the method multiDrawArrays() equivalent to several drawArrays() in terms of speed?
Does VAO store the vertex info in the RAM while the SSBO store those in the VRAM? If so, is it better to use SSBO rather than VAO considering the performance?
As #derhass already pointed out in a comment, some of your terminology is mixed up. A VAO (Vertex Array Object) contains state that defines how vertex data is associated with vertex attributes. It's the VBO (Vertex Buffer Object) that contains the actual vertex data.
I doubt that using a SSBO for vertex data would be beneficial. In general, the buffer types primarily define how the data is used. The graphics pipeline is tailored towards fetching vertex data from VBOs, and many GPUs have dedicated fixed function hardware to pull data from VBOs and feed it into the vertex shader. I can't see how using explicit code in the vertex shader to pull the vertex data from a SSBO instead would be more efficient.
Whether the data is stored in VRAM or SRAM is a different consideration. The only control you have over that is with the last argument to glBufferData(). It provides a hint on how you plan to use the data. For example, if you specify GL_STATIC_DRAW, you're telling the driver that you're not planning to modify the data, which suggests that placing it in VRAM might be a good idea. Whether it will actually be in VRAM is then up to the driver, and it may decide that based on various criteria.
Functionally, glMultiDrawArrays() is equivalent to multiple calls to glDrawArrays(). But it can certainly be more efficient. If nothing else, it saves the overhead of making multiple API calls. Each API call has a certain amount of overhead, for example:
It might pass through a couple of software layers, resulting in additional function calls under the hood.
It needs to get the current context from thread local storage.
It needs to do error checking.
It may need some form of locking to deal with access from multiple contexts in multiple threads (might not be needed for a draw call).
It needs to check for pending state changes.
The MultiDraw calls were introduced to cut down on the number of API calls needed.
Now, whether glMultiDrawArrays() or glDrawElements() with primitive restart is more efficient, that's impossible to say in general. If you're not already using an index buffer, I would be a bit hesitant to introduce one just so that you can use primitive restart. So my instinct would be:
Use glDrawElements() with primitive restart if you're using an index buffer anyway.
Use glMultiDrawArrays() if you're not using an index buffer.
The real answer, as always, can only be obtained by benchmarking. And it can of course be platform/hardware dependent. My prediction is that you will not see a significant difference in most cases, since both of these allow you to draw a lot of your geometry with a single API call, which should avoid bottlenecks in this area.

Does using a VAO eliminate the overhead produced by using multiple VBOs?

It is my understanding that having several VBO bind calls is not recommended since it produces overhead from the CPU. However, does binding several VBOs to one VAO, then binding that VAO reduce or completely remove the overhead from binding several VBOs, since you are letting OpenGL rebind those VBOs automatically? This is assuming that the GPU knows what to do and that OpenGL isn't doing it for you on the CPU.
I've searched around and I could not come up with any results. I am currently stuck with a OpenGL <2.1 laptop so I cannot really test for myself (yet).
With a well tuned driver implementation, I would still expect it to be more efficient if all your attributes are in the same VBO, even when using VAO. derhass already touched on a major aspect. Most GPUs cannot directly access memory using CPU addresses. Buffers have to be mapped into the GPU address space.
So, every time a VAO is bound, the driver has to at least check if those mappings already exist, and map the buffers that are not already mapped. There's also overhead for tracking the buffers to your draw call, to make sure that they remain mapped until the draw call finished executing. The more buffers you use, the more work is needed for all of this.
Another aspect are the memory access patterns. If your attributes are interleaved in a single buffer, you get much better memory access locality. Say you have positions and normals with 3 floats each, adding up to 24 bytes per vertex. If they are interleaved, the 24 bytes will likely be in the same cache line. If they are in two separate buffers, you could get two cache misses for a single vertex.
On the question if VAOs are more efficient:
Yes, binding a VAO should be more efficient if it's well implemented. For example, without using VAO, you typically have a bunch of glVertexAttribPointer calls when binding a buffer. The state passed in with these calls (size, type, stride, etc) has to be translated into GPU commands. With a VAO, the GPU commands for setting up this state can be rebuilt only when the VAO changes, and then simply reused every time the VAO is bound.
While state setup for plain VBO usage can also be well optimized, it will still take more work in the driver. You also have the overhead for making more API calls.
Such things are completely implementation-specific. It will reduce some function calls into the driver, which might already be worth it. But how the implementation handles VAOs internally is not really predictable. The way OpenGL is designed will still lead to lots of validataion when a VAO is bound, for example an implementation will not be able to just cache the pointers to the memory which are the relevant thing for the GPU at VAO setup time, since the VBO name is being referenced. Since you can create a new and totally different buffer storage for the same buffer object, the implementation has to at least make sure that the buffer object is still the same as before. So there is lots of stuff do be done here, which is not going to happen on the GPU, so I would not expect a too big decrease in CPU overhead in this situation. However, I haven't profiled it...

Should I sort by buffer use when rendering?

I'm designing the sorting part of my rendering engine. I know that changing the render target, shader program, texture bindings, and more are expensive and therefore one should sort the draw order based on them to reduce state changes. However, what about sorting based on what index buffer is bound, and which vertex buffers are used for attributes?
I'm confused about these because VAOs are mandatory and they encapsulate all of that state. So should I peek behind the scenes of vertex array objects (VAOs), see what state they set and sort based on it? Or should I just not care in what order VAOs are called?
This is what confuses me so much about vertex array objects. It makes sense to me to not be switching which buffers are in use over and over and yet VAOs just seem to force one to not care about that.
Is there a general vague or not agreed on order on which to sort stuff for rendering/game engines?
I know that binding a buffer simply changes some global state but surely it must be beneficial to the hardware to draw from the same buffer multiple times, maybe some small cache coherency?
While VAOs are mandated in GL 3.1 without GL_ARB_compatibility or core 3.2+, you do not have to use them the way they are intended... that is to say, you can bind a single VAO for the duration of your application's lifetime and continue to bind and unbind VBOs, etc. the traditional way if this somehow makes your life easier. Valve is famous for advocating doing this in their presentation on porting the Source engine from D3D to GL... I tend to disagree with them on some points though. A lot of things that they mention in their presentation make me cringe as someone who has years of experience with both D3D and OpenGL; they are making suggestions on how to port something to an API they have a minimal working knowledge of.
Getting back to your performance concern though, there can be validation overhead for changing bound resources frequently, so it is actually more than just "simply changing a global state." All GL commands have to do validation in order to determine if they need to set an error state. They will validate your input parameters (which is pretty trivial), as well as the state of any resource the command needs to use (this can be complicated).
Other types of GL objects like FBOs, textures and GLSL programs have more rigorous validation and more complicated memory dependencies than buffer objects and vertex arrays do. Swapping a vertex pointer should be cheaper in the grand scheme of things than most other kinds of object bindings, especially since a lot of stuff can be deferred by an implementation until you actually issue a glDrawElements (...) command.
Nevertheless, the best way to tackle this problem is just to increase reuse of vertex buffers. Object reuse is pretty high to begin with for vertex buffers, if you have 200 instances of the same opaque model in a scene you can potentially draw all 200 of them back-to-back and never have to change a vertex pointer. Materials tend to change far more frequently than actual vertex buffers, and so you would generally sort your drawing first and foremost by material (sub-sorted by associated states like opaque/translucent, texture(s), shader(s), etc.). You can add another level to batch sorting to draw all batches that share the same vertex data after they have been sorted by material. The ultimate goal is usually to minimize the number of draw commands necessary to complete your frame, and using priority/hierarchy-based sorting with emphasis on material often delivers the best results.
Furthermore, if you can fit multiple LODs of your model into a single vertex buffer, instead of swapping between different vertex buffers sometimes you can just draw different sets of indices or even just a different range of indices from a single index buffer. In a very similar way, texture swapping pressure can be alleviated by using packed texture atlases / sprite sheets instead of a single texture object for each texture.
You can definitely squeeze out some performance by reducing the number of changes to vertex array state, but the takeaway message here is that vertex array state is pretty cheap compared to a lot of other states that change frequently. If you can quickly implement a secondary sort to reduce vertex state changes then go for it, but I would not invest a lot of time in anything more sophisticated unless you know it is a bottleneck. Prioritize texture, shader and framebuffer state first as a general rule.