DirectCompute writing to buffer speed - hlsl

Im working on a particle sim and have ran into a bit of a bottleneck, using UAV to write to a RWStructured single float buffer is around 10 times too slow. From experimentation it seems there is no shortage in bandwidth but just the access time itself boggles it down. Append writing is out of the question since the outgoing data needs to be in a specific order. This is on DX10/SM4 hardware so here are a few questions: Is there any way at all to speed things up (other than writing larger chunks of data since the output from the shaders is non consecutive)? If not then is DX11 grade hardware any quicker with UAVs?

First thing (if you haven't done already), to profile your shader code, is to add GPU queries to your system. Here is a link to explain it:
http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
It's in dx11 but features are in dx10 too, so it should be really simple to port over.
After in compute there's different aspects, but first one would be to play with:
[numthreads(TGX, 1, 1)]
Trying values like 8,16,32,64 and try to find the sweet spot (don't forget to divide on your dispatch).

Related

drawing time series of millions of vertices using OpenGL

I'm working on a data visualisation application where I need to draw about 20 different time series overlayed in 2D, each consisting of a few million data points. I need to be able to zoom and pan the data left and right to look at it and need to be able to place cursors on the data for measuring time intervals and to inspect data points. It's very important that when zoomed out all the way, I can easily spot outliers in the data and zoom in to look at them. So averaging the data can be problematic.
I have a naive implementation using a standard GUI framework on linux which is way too slow to be practical. I'm thinking of using OpenGL instead (testing on a Radeon RX480 GPU), with orthogonal projection. I searched around and it seems VBOs to draw line strips might work, but I have no idea if this is the best solution (would give me the best frame rate).
What is the best way to send data sets consisting of millions of vertices to the GPU, assuming the data does not change, and will be redrawn each time the user interacts with it (pan/zoom/click on it)?
In modern OpenGL (versions 3/4 core profile) VBOs are the standard way to transfer geometric / non-image data to the GPU, so yes you will almost certainly end up using VBOs.
Alternatives would be uniform buffers, or texture buffer objects, but for the application you're describing I can't see any performance advantage in using them - might even be worse - and it would complicate the code.
The single biggest speedup will come from having all the data points stored on the GPU instead of being copied over each frame as a 2D GUI might be doing. So do the simplest thing that works and then worry about speed.
If you are new to OpenGL, I recommend the book "OpenGL SuperBible" 6th or 7th edition. There are many good online OpenGL guides and references, just make sure you avoid the older ones written for OpenGL 1/2.
Hope this helps.

OpenGL rendering/updating loop issues

I'm wondering how e.g. graphic (/game) engines do their job with lot's of heterogeneous data while a customized simple rendering loop turns into a nightmare when you have some small changes.
Example:
First, let's say we have some blocks in our scene.
Graphic-Engine: create cubes and move them
Customized: create cube template for vertices, normals, etc. copy and translate them to the position and copy e.g. in a vbo. One glDraw* call does the job.
Second, some weird logic. We want block 1, 4, 7, ... to rotate on x-axis, 2, 5, 8, ... on y-axis and 3, 6, 9 on z-axis with a rotation speed linear to the camera distance.
Graphic-Engine: manipulating object's matrix and it works
Customized: (I think) per object glDraw* call with changing model-matrix uniform is not a good idea, so a translation matrix should be something like an attribute? I have to update them every frame.
Third, a block should disappear if the distance to the camera is lower than any const value Q.
Graphic-Engine: if (object.distance(camera) < Q) scene.drop(object);
Customized: (I think) our vbo is invalid and we have to recreate it?
Again to the very first sentence: it feels like engines do those manipulations for free, while we have to rethink how to provide and update data. And while we do so, the engine (might, but I actually don't know) say: 'update whatever you want, at least I'm going to send all matrizes'.
Another Example: What about a voxel-based world (e.g. Minecraft) where we only draw the visible surface, and we are able to throw a bomb and destroy many voxels. If the world's view data is in one huge buffer we only have one glDraw*-call but have to recreate the buffer every time then. If there are smaller chunks, we have many glDraw*-calls and also have to manipulate buffers, which are smaller.
So is it a good deal to send let's say 10MB of buffer update data instead of 2 gl*-calls with 1MB? How many updates are okay? Should a rendering loop deal with lazy updates?
I'm searching for a guide what a 60fps application should be able to update/draw per frame to get a feeling of what is possible. For my tests, every optimization try is another bottleneck.
And I don't want those tutorials which says: hey there is a new cool gl*Instance call which is super-fast, buuuuut you have to check if your gpu supports it. Well, I also rather consider this an optimization than a meaningful implementation at first.
Do you have any ideas, sources, best practices or rule of thumb how a rendering/updating routine best play together?
My questions are all nearly the same:
How many updates per frame are okay on today's hardware?
Can I lazy-load data to have it after a few frames, but without freezing my application
Do I have to do small updates and profile my loop if there are some microseconds left till next rendering?
Maybe I should implement a real-time profiler which gets a feeling over time, how expensive updates are and can determine the amount of updates per frame?
Thank you.
It's unclear how any of your questions relate to your "graphics engines" vs "customized" examples. All the updates you do with a "graphics engines" are translated to those OpenGL calls in the end.
In brief:
How many updates per frame are okay on today's hardware?
Today's PCIe bandwidth is huge (can go as high as 30 GB/s). However, to utilize it in its entirety you have to reduce the number transactions via consolidating OpenGL calls. The exact number of updates entirely depends on the hardware, drivers, and the way you use them, and graphics hardware is diverse.
This is the kind of answer you didn't want to hear, but unfortunately you have to face the truth: to reduce the number of OpenGL calls you have to use the newer version APIs. E.g. instead of setting each uniform individually you are better to submit a bunch of them through uniform shader buffer objects. Instead of submitting each MVP of each model individually, it's better to use instanced rendering. And so on.
An even more radical approach would be to move to a lower-level (and newer) API, i.e. Vulkan, which aims to solve exactly this problem: the cost of submitting work to the GPU.
Can I lazy-load data to have it after a few frames, but without freezing my application
Yes, you can upload buffer objects asynchronously. See Buffer Object Streaming for details.
Do I have to do small updates and profile my loop if there are some microseconds left till next rendering?
Maybe I should implement a real-time profiler which gets a feeling over time, how expensive updates are and can determine the amount of updates per frame?
You don't need any of these if you do it asynchronously.

OpenGL constructing and using data on the GPU

I am not a graphics programmer, I use C++ and C mainly, and every time I try to go into OpenGL, every book, and every resource starts like this:
GLfloat Vertices[] = {
some, numbers, here,
some, more, numbers,
numbers, numbers, numbers
};
Or they may even be vec4.
But then you do something like this:
for(int i = 0; i < 10000; i++)
for(int j = 0; j < 10000; j++)
make_vertex();
And you get a problem. That loop is going to take a significant amount of time to finish- and if the make_vertex() function is anything like a saxpy or something of the sort, it is not just a problem... it is a big problem. For example, let us assume I wish to create fractal terrain. For any modern graphic card this would be trivial.
I understand the paradigm goes like this: Write the vertices manually -> Send them over to the GPU -> GPU does vertex processing, geometry, rasterization all the good stuff. I am sure it all makes sense. But why do I have to do the entire 'Send it over' step? Is there no way to skip that entire intermediary step, and just create vertices on the GPU, and draw them, without the obvious bottleneck?
I would very much appreciate at least a point in the right direction.
I also wonder if there is a possible solution without delving into compute shaders or CUDA? Does openGL or GLSL not provide a suitable random function which can be executed in parallel?
I think what you're asking for could work by generating height maps with a compute shader, and mapping that onto a grid with fixed spacing which can be generated trivially. That's a possible solution off the top of my head. You can use GL Compute shaders, OpenCL, or CUDA. Details can be generated with geometry and tessellation shaders.
As for preventing the camera from clipping, you'd probably have to use transform feedback and do a check per frame to see if the direction you're moving in will intersect the geometry.
Your entire question seems to be built on a huge misconception, that vertices are the only things which need to be "crunched" by the GPU.
First, you should understand that GPUs are far more superior than CPUs when it comes to parallelism (heck, GPUs sacrifice conditional control jumping for the sake of parallelism). Second, shaders and these buffers you make are all stored on the GPU after being uploaded by the CPU. The reason you don't just create all vertices on the GPU? It's the same reason for why you load an image from the hard drive instead of creating a raw 2D array and start filling it up with your pixel data inline. Even then, your image would be stored in the executable program file, which is stored on the hard disk and only loaded to memory when you run it. In an actual application, you'll want to load your graphics off assets stored somewhere (usually the hard drive). Why not let the GPU load the assets from the hard drive by itself? The GPU isn't connected to a hardware's storage directly, but barely to the system's main memory via some BUS. That's because to connect to any storage directly, the GPU will have to deal with the file system which is managed by the OS. That's one of the things the CPU would be faster at doing since we're dealing with serialized data.
Now what shaders deal with is this data you upload to the GPU (vertices, texture coordinates, textures..etc). In ancient OpenGL, no one had to write any shaders. Graphics drivers came with a builtin pipeline which handles regular rendering requests for you. You'd provide it with 4 vertices, 4 texture coordinates and a texture among other things (transformation matrices..etc), and it'd draw your graphics for you on the screen. You could go a bit farther and add some lights to your scene and maybe customize a few things about it, but things were still pretty tight. New OpenGL specifications gave more freedom to the developer by allowing them to rewrite parts of the pipeline with shaders. The developer becomes responsible for transforming vertices into place and doing all sort of other calculations related to lighting etc.
I would very much appreciate at least a point in the right direction.
I am guessing it has something to do with uniforms, but really, with
me skipping pages, I really cannot understand how a shader program
runs or what the lifetime of the variables is.
uniforms are variables you can send to the shaders from the CPU every frame before you use it to render graphics. When you use the saturation slider in Photoshop or Gimp, it (probably) sends the saturation factor value to the shader as a uniform of type float. uniforms are what you use to communicate little settings like these to your shaders from your application.
To use a shader program, you first have to set it up. A shader program consists of at least 2 types of shaders linked together, a fragment shader and a vertex shader. You use some OpenGL functions to upload your shader sources to the GPU, issue an order of compilation followed by linking, and it'll give you the program's ID. To use this program, you simply glUseProgram(programId) and everything following this call will use it for drawing. The vertex shader is the code that runs on the vertices you send to position them on the screen correctly. This is where you can do transformations on your geometry like scaling, rotation etc. A fragment shader runs at some stage afterwards using interpolated (transitioned) values outputted from the vertex shader to define the color and the depth of every unit fragment on what you're drawing. This is where you can do post-processing effects on your pixels.
Anyway, I hope I've helped making a few things clearer to you, but I can only tell you that there are no shortcuts. OpenGL has quite a steep learning curve, but it all connects and things start to make sense after a while. If you're getting so bored of books and such, then consider maybe taking code snippets of every lesson, compile them, and start messing around with them while trying to rationalize as you go. You'll have to resort to written documents eventually, but hopefully then things will fit easier into your head when you have some experience with the implementation components. Good luck.
Edit:
If you're trying to generate vertices on the fly using some algorithm, then try looking into Geometry Shaders. They may give you what you want.
You probably want to use CUDA for the things you are used to do in C or C++, and let OpenGL access the rasterizer and other graphics stuff.
OpenGL an CUDA interact somehow nicely. A good entry point to customize the contents of a buffer object is here: http://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__OPENGL.html#group__CUDART__OPENGL_1g0fd33bea77ca7b1e69d1619caf44214b , with cudaGraphicsGLRegisterBuffer method.
You may also want to have a look at the nbody sample from NVIDIA GPU SDK samples the come with current CUDA installs.

Infinite cube world engine (like Minecraft) optimization suggestions?

Voxel engine (like Minecraft) optimization suggestions?
As a fun project (and to get my Minecraft-adict son excited for programming) I am building a 3D Minecraft-like voxel engine using C# .NET4.5.1, OpenGL and GLSL 4.x.
Right now my world is built using chunks. Chunks are stored in a dictionary, where I can select them based on a 64bit X | Z<<32 key. This allows to create an 'infinite' world that can cache-in and cache-out chunks.
Every chunk consists of an array of 16x16x16 block segments. Starting from level 0, bedrock, it can go as high as you want (unlike minecraft where the limit is 256, I think).
Chunks are queued for generation on a separate thread when they come in view and need to be rendered. This means that chunks might not show right away. In practice you will not notice this. NOTE: I am not waiting for them to be generated, they will just not be visible immediately.
When a chunk needs to be rendered for the first time a VBO (glGenBuffer, GL_STREAM_DRAW, etc.) for that chunk is generated containing the possibly visible/outside faces (neighboring chunks are checked as well). [This means that a chunk potentially needs to be re-tesselated when a neighbor has been modified]. When tesselating first the opaque faces are tesselated for every segment and then the transparent ones. Every segment knows where it starts within that vertex array and how many vertices it has, both for opaque faces and transparent faces.
Textures are taken from an array texture.
When rendering;
I first take the bounding box of the frustum and map that onto the chunk grid. Using that knowledge I pick every chunk that is within the frustum and within a certain distance of the camera.
Now I do a distance sort on the chunks.
After that I determine the ranges (index, length) of the chunks-segments that are actually visible. NOW I know exactly what segments (and what vertex ranges) are 'at least partially' in view. The only excess segments that I have are the ones that are hidden behind mountains or 'sometimes' deep underground.
Then I start rendering ... first I render the opaque faces [culling and depth test enabled, alpha test and blend disabled] front to back using the known vertex ranges. Then I render the transparent faces back to front [blend enabled]
Now... does anyone know a way of improving this and still allow dynamic generation of an infinite world? I am currently reaching ~80fps#1920x1080, ~120fps#1024x768 (screenshots: http://i.stack.imgur.com/t4k30.jpg, http://i.stack.imgur.com/prV8X.jpg) on an average 2.2Ghz i7 laptop with a ATI HD8600M gfx card. I think it must be possible to increase the number of frames. And I think I have to, as I want to add entity AI, sound and do bump and specular mapping. Could using Occlusion Queries help me out? ... which I can't really imagine based on the nature of the segments. I already minimized the creation of objects, so there is no 'new Object' all over the place. Also as the performance doesn't really change when using Debug or Release mode, I don't think it's the code but more the approach to the problem.
edit: I have been thinking of using GL_SAMPLE_ALPHA_TO_COVERAGE but it doesn't seem to be working?
gl.Enable(GL.DEPTH_TEST);
gl.Enable(GL.BLEND); // gl.Disable(GL.BLEND);
gl.Enable(GL.MULTI_SAMPLE);
gl.Enable(GL.SAMPLE_ALPHA_TO_COVERAGE);
To render a lot of similar objects, I strongly suggest you take a look into instanced draw : glDrawArraysInstanced and/or glDrawElementsInstanced.
It made a huge difference for me. I'm talking from 2 fps to over 60 fps to render 100000 similar icosahedrons.
You can parametrize your cubes by using Attribs ( glVertexAttribDivisor and friends ) to make them differents. Hope this helps.
It's on ~200fps currently, should be OK. The 3 main things that I've done are:
1) generation of both chunks on a separate thread.
2) tessellation the chunks on a separate thread.
3) using a Deferred Rendering Pipeline.
Don't really think the last one contributed much to the overall performance but had to start using it because of some of the shaders. Now the CPU is sort of falling asleep # ~11%.
This question is pretty old, but I'm working on a similar project. I approached it almost exactly the same way as you, however I added in one additional optimization that helped out a lot.
For each chunk, I determine which sides are completely opaque. I then use that information to do a flood fill through the chunks to cull out the ones that are underground. Note, I'm not checking individual blocks when I do the flood fill, only a precomputed bitmask for each chunk.
When I'm computing the bitmask, I also check to see if the chunk is entirely empty, since empty chunks can obviously be ignored.

Per-line texture processing accelerated with OpenGL/OpenCL

I have a rendering step which I would like to perform on a dynamically-generated texture.
The algorithm can operate on rows independently in parallel. For each row, the algorithm will visit each pixel in left-to-right order and modify it in situ (no distinct output buffer is needed, if that helps). Each pass uses state variables which must be reset at the beginning of each row and persist as we traverse the columns.
Can I set up OpenGL shaders, or OpenCL, or whatever, to do this? Please provide a minimal example with code.
If you have access to GL 4.x-class hardware that implements EXT_shader_image_load_store or ARB_shader_image_load_store, I imagine you could pull it off. Otherwise, in-situ read/write of an image is generally not possible (though there are ways with NV_texture_barrier).
That being said, once you start wanting pixels to share state the way you do, you kill off most of your potential gains from parallelism. If the value you compute for a pixel is dependent on the computations of the pixel to its left, then you cannot actually execute each pixel in parallel. Which means that the only parallelism your algorithm actually has is per-row.
That's not going to buy you much.
If you really want to do this, use OpenCL. It's much friendlier to this kind of thing.
Yes, you can do it. No, you don't need 4.X hardware for that, you need fragment shaders (with flow control), framebuffer objects and floating point texture support.
You need to encode your data into 2D texture.
Store "state variable" in 1st pixel for each row, and encode the rest of the data into the rest of the pixels. It goes without saying that it is recommended to use floating point texture format.
Use two framebuffers, and render them onto each other in a loop using fragment shader that updates "state variable" at the first column, and performs whatever operation you need on another column, which is "current". To reduce amount of wasted resources you can limit rendering to columns you want to process. NVidia OpenGL SDK examples had "game of life", "GDGPU fluid", "GPU partciles" demos that work in similar fashion - by encoding data into texture and then using shaders to update it.
However, because you can do it, it doesn't mean you should do it and it doesn't mean that it is guaranteed to be fast. Some GPUs might have a very high memory texture memory read speed, but relatively slow computation speed (and vice versa) and not all GPUs have many conveyors for processing things in parallel.
Also, depending on your app, CUDA or OpenCL might be more suitable.