Platform independent parallelization without changing the framework? - c++

I hope the title did not mislead you.
My problem is the following: Currently I try to speed up a raytracer and this is done with the help of the graphics card. It works fine despite the fact that it got slower by this. :)
This is caused by the fact, that I trace one ray on the whole geometry at once on the graphics card(my "tracing server") and then fetch the results, which is awfully slow, so I have to gather some rays and calc them and fetch the results together to speed this up.
The next problem is, that I am not allowed to rewrite the surrounding framework that should know nothing or least possible about this parallelization.
So here is my approach:
I thought about using several threads, where each one gets a ray and requests my "tracing server" to calc the intersections. Then the thread is stopped until enough rays were gathered to calc the intersections on the graphics card and get the results back efficiently. This means that each thread will wait until the results were fetched.
You see I already have some plan but following I do not know:
Which threading framework should I take to be platformindependent?
Should I use a threadpool of fixed size or create them as needed?
Can any given thread library handle at least 1000 waiting threads(because that would be the number that I need to gather for my fetch to be efficient)?
But I also could imagine doing this with one thread that
dumps its load (a new ray) to the "tracing server" and fetches the next load until
there is enough to fetch the results.
Then the thread would take the results one by one, do the further calculations until all results are processed and then goes back to step one until all rays are done.
Also if you have some better idea how to parallelize this, tell me about it.
Regards,
Nobody
PS
If you need this information: The two platforms I want to use are Linux and Windows.

use either Thread Building Blocks or boost::thread.
http://www.boost.org/doc/libs/1_46_0/doc/html/thread.html
http://threadingbuildingblocks.org/
As far as threadpool/on-demand-threads - threadpool is generally better idea as it avoids creation overhead.
Number of waiting threads is gonna depend on the underlying system more than anything else:
Maximum number of threads per process in Linux?

Related

Multithreading in Direct 3D 12

Hi I am a newbie learning Direct 3D 12.
So far, I understood that Direct 3D 12 is designed for multithreading and I'm trying to make my own simple multithread demo by following the tutorial by braynzarsoft.
https://www.braynzarsoft.net/viewtutorial/q16390-03-initializing-directx-12
Environment is windows, using C++, Visual Studio.
As far as I understand, multithreading in Direct 3D 12 seems, in a nutshell, populating command lists in multiple threads.
If it is right, it seems
1 Swap Chain
1 Command Queue
N Command Lists (N corresponds to number of threads)
N Command Allocators (N corresponds to number of threads)
1 Fence
is enough for a single window program.
I wonder
Q1. When do we need multiple command queues?
Q2. Why do we need multiple fences?
Q3. When do we submit commands multiple times?
Q4. Does GetCPUDescriptorHandleForHeapStart() return value changes?
Q3 comes from here.
https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/GDC16/GDC16_gthomas_adunn_Practical_DX12.pdf
Purpose of Q4 is I thought of calling the function once and store the value for reuse, it didn't change when I debugged.
Rendering loop in my mind is (based on Game Loop pattern), for example,
Thread waits for fence value (eg. Main thread).
Begin multiple threads to populate command lists.
Wait all threads done with population.
ExecuteCommandLists.
Swap chain present.
Return to 1 in the next loop.
If I am totally misunderstanding, please help.
Q1. When do we need multiple command queues?
Read this https://learn.microsoft.com/en-us/windows/win32/direct3d12/user-mode-heap-synchronization:
Asynchronous and low priority GPU work. This enables concurrent execution of low priority GPU work and atomic operations that enable one GPU thread to consume the results of another unsynchronized thread without blocking.
High priority compute work. With background compute it is possible to interrupt 3D rendering to do a small amount of high priority compute work. The results of this work can be obtained early for additional processing on the CPU.
Background compute work. A separate low priority queue for compute workloads allows an application to utilize spare GPU cycles to perform background computation without negative impact on the primary rendering (or other) tasks.
Streaming and uploading data. A separate copy queue replaces the D3D11 concepts of initial data and updating resources. Although the application is responsible for more details in the Direct3D 12 model, this responsibility comes with power. The application can control how much system memory is devoted to buffering upload data. The app can choose when and how (CPU vs GPU, blocking vs non-blocking) to synchronize, and can track progress and control the amount of queued work.
Increased parallelism. Applications can use deeper queues for background workloads (e.g. video decode) when they have separate queues for foreground work.
Q2. Why do we need multiple fences?
All gpu work is asynchronous. So you can think of fences as low level tools to achieve the same result as futures/coroutines. You can check if the work has been completed, wait for work to complete or set an event on completion. You need a fence whenever you need to guarantee a resource holds the output of work (when resource barriers are insufficient).
Q4. Does GetCPUDescriptorHandleForHeapStart() return value changes?
No it doesn't.
store the value for reuse, it didn't change when I debugged.
The direct3d12 samples do this, you should know them intimately if you want to become proficient.
Rendering loop in my mind is (based on Game Loop pattern), for example,
That sounds okay, but I urge you to look at the direct3d12 samples and steal the patterns (and the code) they use there.

How do I measure GPU time on Metal?

I want to see programmatically how much GPU time a part of my application consumes on macOS and iOS. On OpenGL and D3D I can use GPU timer query objects. I searched and couldn't find anything similar for Metal. How do I measure GPU time on Metal without using Instruments etc. I'm using Objective-C.
There are a couple of problems with this method:
1) You really want to know what is the GPU side latency within a command buffer most of the time, not round trip to CPU. This is better measured as the time difference between running 20 instances of the shader and 10 instances of the shader. However, that approach can add noise since the error is the sum of the errors associated with the two measurements.
2) Waiting for completion causes the GPU to clock down when it stops executing. When it starts back up again, the clock is in a low power state and may take quite a while to come up again, skewing your results. This can be a serious problem and may understate your performance in benchmark vs. actual by a factor of two or more.
3) if you start the clock on scheduled and stop on completed, but the GPU is busy running other work, then your elapsed time includes time spent on the other workload. If the GPU is not busy, then you get the clock down problems described in (2).
This problem is considerably harder to do right than most benchmarking cases I've worked with, and I have done a lot of performance measurement.
The best way to measure these things is to use on device performance monitor counters, as it is a direct measure of what is going on, using the machine's own notion of time. I favor ones that report cycles over wall clock time because that tends to weed out clock slewing, but there is not universal agreement about that. (Not all parts of the hardware run at the same frequency, etc.) I would look to the developer tools for methods to measure based on PMCs and if you don't find them, ask for them.
You can add scheduled and completed handler blocks to a command buffer. You can take timestamps in each and compare. There's some latency, since the blocks are executed on the CPU, but it should get you close.
With Metal 2.1, Metal now provides "events", which are more like fences in other APIs. (The name MTLFence was already used for synchronizing shared heap stuff.) In particular, with MTLSharedEvent, you can encode commands to modify the event's value at particular points in the command buffer(s). Then, you can either way for the event to have that value or ask for a block to be executed asynchronously when the event reaches a target value.
That still has problems with latency, etc. (as Ian Ollmann described), but is more fine grained than command buffer scheduling and completion. In particular, as Klaas mentions in a comment, a command buffer being scheduled does not indicate that it has started executing. You could put commands to set an event's value at the beginning and (with a different value) at the end of a sequence of commands, and those would only notify at actual execution time.
Finally, on iOS 10.3+ but not macOS, MTLCommandBuffer has two properties, GPUStartTime and GPUEndTime, with which you can determine how much time a command buffer took to execute on the GPU. This should not be subject to latency in the same way as the other techniques.
As an addition to Ken's comment above, GPUStartTime and GPUEndTime is now available on macOS too (10.15+):
https://developer.apple.com/documentation/metal/mtlcommandbuffer/1639926-gpuendtime?language=objc

How to diagnose / profile momentary performance hit, C++

Solved: For when simple profiling isn't effective enough, I have written a tool to show me where performance hits occur. Basic information about how the tool works is in the accepted answer below. The source can be found here: http://pastebin.com/ETiW8hE8 (be sure to turn debugging symbols on in the program you're testing)
I've built a game engine in C++ and I have noticed in one particular area of a level that there is a brief performance hit. The game will stop completely for about half a second, and then continue on merrily. I've tried to profile this, but it's difficult isolate the condition since I also have to load the map and perform the in-game task which causes the performance hit. I can make a map load automatically and skip showing menus, etc, and comparing those profile results against a set of similar control data (all the same steps but without actually initiating the performance hit), but it doesn't show anything obvious.
I'm using gmon to profile.
This is a large application with many, many classes and functions. The performance hit only happens once, so there's no way to just trigger the problem many times during one execution to saturate my profiling results in order to make the offending functions more obvious in the profiling results.
What else can I do?
What I would do is try to grab a stack sample in that half second when it's frozen.
This would require an alarm clock timer set to go off some small time in the future, like 100ms.
Then in some loop, like the frame display loop, that normally takes less than 100ms to repeat, keep resetting the timer.
That way, it will act as a watchdog that barks if you don't keep petting it.
Then, stick a breakpoint in the timer interrupt handler.
When it gets there, you know you're in the bad slice of time.
Then just display the call stack, and it should show you what the problem is.
You might have to repeat the process a few times.
You are not saying anything about whether your application is threaded, but I will assume that it is not.
As per suggestion from mike, get insights by getting a stack trace at and see where it is freezing, you can do that with a bit of luck using pstack, so
while usleep 100000; do
pstack processid
done >/tmp/stack.log
Should give you some output to go on -- my guess is that you are calling a blocking IO operation, like reading some assets from disk.

Achieving game engine determinism with threading

I would like to achieve determinism in my game engine, in order to be able to save and replay input sequences and to make networking easier.
My engine currently uses a variable timestep: every frame I calculate the time it took to update/draw the last one and pass it to my entities' update method. This makes 1000FPS games seem as fast ad 30FPS games, but introduces undeterministic behavior.
A solution could be fixing the game to 60FPS, but it would make input more delayed and wouldn't get the benefits of higher framerates.
So I've tried using a thread (which constantly calls update(1) then sleeps for 16ms) and draw as fast as possible in the game loop. It kind of works, but it crashes often and my games become unplayable.
Is there a way to implement threading in my game loop to achieve determinism without having to rewrite all games that depend on the engine?
You should separate game frames from graphical frames. The graphical frames should only display the graphics, nothing else. For the replay it won't matter how many graphical frames your computer was able to execute, be it 30 per second or 1000 per second, the replaying computer will likely replay it with a different graphical frame rate.
But you should indeed fix the gameframes. E.g. to 100 gameframes per second. In the gameframe the game logic is executed: stuff that is relevant for your game (and the replay).
Your gameloop should execute graphical frames whenever there is no game frame necessary, so if you fix your game to 100 gameframes per second that's 0.01 seconds per gameframe. If your computer only needed 0.001 to execute that logic in the gameframe, the other 0.009 seconds are left for repeating graphical frames.
This is a small but incomplete and not 100% accurate example:
uint16_t const GAME_FRAMERATE = 100;
uint16_t const SKIP_TICKS = 1000 / GAME_FRAMERATE;
uint16_t next_game_tick;
Timer sinceLoopStarted = Timer(); // Millisecond timer starting at 0
unsigned long next_game_tick = sinceLoopStarted.getMilliseconds();
while (gameIsRunning)
{
//! Game Frames
while (sinceLoopStarted.getMilliseconds() > next_game_tick)
{
executeGamelogic();
next_game_tick += SKIP_TICKS;
}
//! Graphical Frames
render();
}
The following link contains very good and complete information about creating an accurate gameloop:
http://www.koonsolo.com/news/dewitters-gameloop/
To be deterministic across a network, you need a single point of truth, commonly called "the server". There is a saying in the game community that goes "the client is in the hands of the enemy". That's true. You cannot trust anything that is calculated on the client for a fair game.
If for example your game gets easier if for some reasons your thread only updates 59 times a second instead of 60, people will find out. Maybe at the start they won't even be malicious. They just had their machines under full load at the time and your process didn't get to 60 times a second.
Once you have a server (maybe even in-process as a thread in single player) that does not care for graphics or update cycles and runs at it's own speed, it's deterministic enough to at least get the same results for all players. It might still not be 100% deterministic based on the fact that the computer is not real time. Even if you tell it to update every $frequence, it might not, due to other processes on the computer taking too much load.
The server and clients need to communicate, so the server needs to send a copy of it's state (for performance maybe a delta from the last copy) to each client. The client can draw this copy at the best speed available.
If your game is crashing with the thread, maybe it's an option to actually put "the server" out of process and communicate via network, this way you will find out pretty fast, which variables would have needed locks because if you just move them to another project, your client will no longer compile.
Separate game logic and graphics into different threads . The game logic thread should run at a constant speed (say, it updates 60 times per second, or even higher if your logic isn't too complicated, to achieve smoother game play ). Then, your graphics thread should always draw the latest info provided by the logic thread as fast as possible to achieve high framerates.
In order to prevent partial data from being drawn, you should probably use some sort of double buffering, where the logic thread writes to one buffer, and the graphics thread reads from the other. Then switch the buffers every time the logic thread has done one update.
This should make sure you're always using the computer's graphics hardware to its fullest. Of course, this does mean you're putting constraints on the minimum cpu speed.
I don't know if this will help but, if I remember correctly, Doom stored your input sequences and used them to generate the AI behaviour and some other things. A demo lump in Doom would be a series of numbers representing not the state of the game, but your input. From that input the game would be able to reconstruct what happened and, thus, achieve some kind of determinism ... Though I remember it going out of sync sometimes.

multiple processing in WinCE6.0 or DMA implementation

in my application i want to do the task parallely like one thread will do the calculation, and other will draw the data on screen, but while drawing the data processor is gettign engaged and during that time it is not able to process the data of diffrent thread. i runnig both thread on above normal priorty. Is there any way in whch i can do the drawing parallely, so that measurment thread can do the calculation at that speed wthout getting affected by drawing thread. i heared from some one DMA can solve the problem, but how to imlement it in WINCE6.0 platform i have no idea.
Pls provide any pointer
Mukesh
No idea how DMA would "solve" this issue - you're using a single processor core, which can only execute one set of instructions at a time. DMA won't change that.
The problem you're having sounds like you're using the processor at just about full capacity and so you're not seeing much time sharing between your threads. There are generally 2 ways to approach this.
1) adjust the priority of your more important thread to have it get more time from the scheduler to do its work.
or
2) adjust the thread quantum for your threads to force the scheduler to swap between threads more frequently.