Currently I am learning how to create shaders in GLSL for a game engine I am working on, and I have a question regarding the language which puzzles me. I have learned that in shader versions lower than 3.0 you cannot use uniform variables in the condition of a loop. For example the following code would not work in shader versions older than 3.0.
for (int i = 0; i < uNumLights; i++)
{
...............
}
But isn't it possible to replace this with a loop with a fixed amount of iterations, but containing a conditional statement which would break the loop if i, in this case, is greater than uNumLights?. Ex :
for (int i = 0; i < MAX_LIGHTS; i++)
{
if(i >= uNumLights)
break;
..............
}
Aren't these equivalent? Should the latter work in older versions GLSL? And if so, isn't this more efficient and easy to implement than other techniques that I have read about, like using a different version of the shader for different number of lights?
I know this might be a silly question, but I am a beginner and I cannot find a reason why this shouldn't work.
GLSL can be confusing insofar as for() suggests to you that there must be conditional branching, even when there isn't because the hardware is unable to do it at all (which applies to if() in the same way).
What really happens on pre-SM3 hardware is that the HAL inside your OpenGL implementation will completely unroll your loop, so there is actually no jump any more. And, this explains why it has difficulties doing so with non-constants.
While technically possible to do it with non-constants anyway, the implementation would have to recompile the shader every time you change that uniform, and it might run against the maximum instruction count if you're just allowed to supply any haphazard number.
That is a problem because... what then? That's a bad situation.
If you supply a too big constant, it will give you a "too many instructions" compiler error when you build the shader. Now, if you supply a silly number in an uniform, and the HAL thus has to produce new code and runs against this limit, what can OpenGL do?
You most probably validated your program after compiling and linking, and you most probably queried the shader info log, and OpenGL kept telling you that everything was fine. This is, in some way, a binding promise, it cannot just decide otherwise all of a sudden. Therefore, it must make sure that this situation cannot arise, and the only workable solution is to not allow uniforms in conditions on hardware generations that don't support dynamic branching.
Otherwise, there would need to be some form of validation inside glUniform that rejects bad values. However, since this depends on successful (or unsuccessful) shader recompilation, this would mean that it would have to run synchronously, which makes it a "no go" approach. Also, consider that GL_ARB_uniform_buffer_object is exposed on some SM2 hardware (for example GeForce FX), which means you could throw a buffer object with unpredictable content at OpenGL and still expect it to work somehow! The implementation would have to scan the buffer's memory for invalid values after you unmap it, which is insane.
Similar to a loop, an if() statement does not branch on SM2 hardware, even though it looks like it. Instead, it will calculate both branches and do a conditional move.
(I'm assuming you are talking about pixel shaders).
Second variant is going to work only on gpu which supports shader model >= 3. Because dynamic branching (such as putting variable uNumLights into IF condition) is not supported on gpu shader model < 3 either.
Here you can compare what is and isn't supported between different shader models.
There is a fun work around I just figured out. Seems stupid and I can't promise you that it's a healthy choice, but it appears to work for me right now:
Set your for loop to the maximum you allow. Put a condition inside the loop to skip over the heavy routines, if the count goes beyond your uniform value.
uniform int iterations;
for(int i=0; i<10; i++){
if(i<iterations){
//do your thing...
}
}
Related
I wonder if there are any optimizations (something more efficient than memcmp/memcpy maybe just using a for loop or breaking it down to fast assembly instructions) that can be done to this subroutine. NUM_BYTES is a constant value (always = 18):
void ledSmoothWrite(uint8_t ledTarget[])
{
// If the new target is different, set new target
if(memcmp(target_arr, ledTarget, NUM_BYTES)) memcpy(target_arr, ledTarget, NUM_BYTES);
// Obtain equality
for(uint8_t i = 0; i < NUM_BYTES; i++)
{
if(rgb_arr[i] < target_arr[i]) rgb_arr[i]++;
else if(rgb_arr[i] > target_arr[i]) rgb_arr[i]--;
}
render();
}
This subroutine smoothly setting LED colors might be called several hundred times per second. As the loop() function increases in run time it takes much more time for each LED to get desired values.
Any help would be greatly appreciated. Thank you in advance!
Check your documentation but on many good compilers memcmp() and memcpy() are implemented as efficient machine code instructions.
They may well be (for practical purposes) as fast as it gets.
Try not doing the comparison. Depending on the probability that the ranges are equal doing the comparison then (if different) doing the copy may not be a net win.
However the best solution is to not perform the copy at all!
If possible just read out of ledTarget.
It's not exactly clear what you're doing but animations often perform 'double buffering' to avoid copying big states around the place.
So if you're working concurrently write into one buffer while reading from another and then on the next cycle write into the other buffer and read from the first.
I have done my best and read a lot of Q&As on SO.SE, but I haven't found an answer to my particular question. Most for-loop and break related question refer to nested loops, while I am concerned with performance.
I want to know if using a break inside a for-loop has an impact on the performance of my C++ code (assuming the break gets almost never called). And if it has, I would also like to know tentatively how big the penalization is.
I am quite suspicions that it does indeed impact performance (although I do not know how much). So I wanted to ask you. My reasoning goes as follows:
Independently of the extra code for the conditional statements that
trigger the break (like an if), it necessarily ads additional
instructions to my loop.
Further, it probably also messes around when my compiler tries to
unfold the for-loop, as it no longer knows the number of iterations
that will run at compile time, effectively rendering it into a
while-loop.
Therefore, I suspect it does have a performance impact, which could be
considerable for very fast and tight loops.
So this takes me to a follow-up question. Is a for-loop & break performance-wise equal to a while-loop? Like in the following snippet, where we assume that checkCondition() evaluates 99.9% of the time as true. Do I loose the performance advantage of the for-loop?
// USING WHILE
int i = 100;
while( i-- && checkCondition())
{
// do stuff
}
// USING FOR
for(int i=100; i; --i)
{
if(checkCondition()) {
// do stuff
} else {
break;
}
}
I have tried it on my computer, but I get the same execution time. And being wary of the compiler and its optimization voodoo, I wanted to know the conceptual answer.
EDIT:
Note that I have measured the execution time of both versions in my complete code, without any real difference. Also, I do not trust compiling with -s (which I usually do) for this matter, as I am not interested in the particular result of my compiler. I am rather interested in the concept itself (in an academic sense) as I am not sure if I got this completely right :)
The principal answer is to avoid spending time on similar micro optimizations until you have verified that such condition evaluation is a bottleneck.
The real answer is that CPU have powerful branch prediction circuits which empirically work really well.
What will happen is that your CPU will choose if the branch is going to be taken or not and execute the code as if the if condition is not even present. Of course this relies on multiple assumptions, like not having side effects on the condition calculation (so that part of the body loop depends on it) and that that condition will always evaluate to false up to a certain point in which it will become true and stop the loop.
Some compilers also allow you to specify the likeliness of an evaluation as a hint the branch predictor.
If you want to see the semantic difference between the two code versions just compile them with -S and examinate the generated asm code, there's no other magic way to do it.
The only sensible answer to "what is the performance impact of ...", is "measure it". There are very few generic answers.
In the particular case you show, it would be rather surprising if an optimising compiler generated significantly different code for the two examples. On the other hand, I can believe that a loop like:
unsigned sum = 0;
unsigned stop = -1;
for (int i = 0; i<32; i++)
{
stop &= checkcondition(); // returns 0 or all-bits-set;
sum += (stop & x[i]);
}
might be faster than:
unsigned sum = 0;
for (int i = 0; i<32; i++)
{
if (!checkcondition())
break;
sum += x[i];
}
for a particular compiler, for a particular platform, with the right optimization levels set, and for a particular pattern of "checkcondition" results.
... but the only way to tell would be to measure.
Suppose that I have one shader storage buffer and want to have several views into it, e.g. like this:
layout(std430,binding=0) buffer FloatView { float floats[]; };
layout(std430,binding=0) buffer IntView { int ints[]; };
Is this legal GLSL?
opengl.org says no:
Two blocks cannot use the same index.
However, I could not find such a statement in the GL 4.5 Core Spec or GLSL 4.50 Spec (or the ARB_shader_storage_buffer_object extension description) and my NVIDIA Driver seems to compile such code without errors or warnings.
Does the OpenGL specification expressly forbid this? Apparently not. Or at least, if it does, I can't see where.
But that doesn't mean that it will work cross-platform. When dealing with OpenGL, it's always best to take the conservative path.
If you need to "cast" memory from one representation to another, you should just use separate binding points. It's safer.
There is some official word on this now. I filed a bug on this issue, and they've read it and decided some things. Specifically, the conclusion was:
There are separate binding namespaces for: atomic counters, images, textures, uniform buffers, and SSBOs.
We don't want to allow aliasing on any of them except atomic counters, where aliasing with different offsets (e.g. sharing a binding) is allowed.
In short, don't do this. Hopefully, the GLSL specification will be clarified in this regard.
This was "fixed" in the revision 7 of GLSL 4.5:
It is a compile-time or link-time error to use the same binding number for more than one uniform block or for more than one buffer block.
I say "fixed" because you can still perform aliasing manually via glUniform/ShaderStorageBlockBinding. And the specification doesn't say how this will work exactly.
I've written my first couple of GLSL programs for Processing (a visual language similar to Java that can load shaders) recently that make fractals. In the loop that handles the fractal code, I have an escape conditional that breaks if a point would tend to infinity.
It works fine and it is similar to how I generally write the code for non-GLSL. However someone told me that two paths are calculated every time a conditional is executed. I've had a hard time finding exactly how much of a penalty is caused by conditionals in GLSL.
Edit: To the best of my understanding in non-GLSL when an if is encountered a path is assumed. If the "correct" path was assumed everything is great. If the "wrong" path was assumed then "bad" work is discarded and instructions continue along the "correct" path. The penalty might be say 3 (or whatever number) of instructions. I want to know if there is some number (3 or whatever) of instructions that are the penalty or if both paths are calculated all the way through.
Here is the code if the explanation is not clear enough:
// Mandelbrot Set code
int i = 0;
float zr = x;
float zi = y;
for (; i < maxIterations; i++) {
float sqZr = zr*zr;
float sqZi = zi*zi;
float twoZri = 2.0*zr*zi;
zr = sqZr-sqZi+x;
zi = twoZri+y;
if (sqZr+sqZi > 16.0) break;
}
On old GPUs, both sides of an if() clause were executed and the correct result chosen at the end. On newer ones, this is only the case if the compiler thinks it would be more efficient. if() clauses are not free: the generic rule of thumb I have used for some time is: "if() costs 14 clock cycles" though the latest GPUs may be cheaper.
Why is this so? Because GPUs are stream processors, they want to have identical data-loading profiles for all pixels (especially for gradient values like texture colors or values from vertex registers). The principle of SIMD -- even when the devices are not strictly SIMD -- is usually the way to get the most performance from such devices.
When in doubt, see if you can use one of the NVIDIA perf analysis tools on your code, or just try writing the code (it's short!) a few different ways and comparing your performance for your specific GPU.
(BTW Processing is not Java-like: it's Java)
My 9600GT hates me.
Fragment shader:
#version 130
uint aa[33] = uint[33](
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0
);
void main() {
int i=0;
int a=26;
for (i=0; i<a; i++) aa[i]=aa[i+1];
gl_FragColor=vec4(1.0,0.0,0.0,1.0);
}
If a=25 program runs at 3000 fps.
If a=26 program runs at 20 fps.
If size of aa <=32 issue doesn't appear.
Viewport size is 1000x1000.
Problem occurs only when the size of aa is >32.
Value of a as the threshold varies with the calls to the array inside the loop (aa[i]=aa[i+1]+aa[i-1] gives a different deadline).
I know gl_FragColor is deprecated. But that's not the issue.
My guess is that GLSL doesn't unroll automatically the loop if a>25 and size(aa)>32. Why. The reason why it depends on the size of the array is unknown to mankind.
A quite similar behavior explained here:
http://www.gamedev.net/topic/519511-glsl-for-loops/
Unwinding the loop manually does solve the issue (3000 fps), even if aa size is >32:
aa[0]=aa[1];
aa[1]=aa[2];
aa[2]=aa[3];
aa[3]=aa[4];
aa[4]=aa[5];
aa[5]=aa[6];
aa[6]=aa[7];
aa[7]=aa[8];
aa[8]=aa[9];
aa[9]=aa[10];
aa[10]=aa[11];
aa[11]=aa[12];
aa[12]=aa[13];
aa[13]=aa[14];
aa[14]=aa[15];
aa[15]=aa[16];
aa[16]=aa[17];
aa[17]=aa[18];
aa[18]=aa[19];
aa[19]=aa[20];
aa[20]=aa[21];
aa[21]=aa[22];
aa[22]=aa[23];
aa[23]=aa[24];
aa[24]=aa[25];
aa[25]=aa[26];
aa[26]=aa[27];
aa[27]=aa[28];
aa[28]=aa[29];
aa[29]=aa[30];
aa[30]=aa[31];
aa[31]=aa[32];
aa[32]=aa[33];
I am just putting in a summarizing answer of the comments here so this does not show up as unanswered anymore.
"#pragma optionNV (unroll all)"
fixes the immediate issue on nvidia.
In general though, GLSL compilers are very implementation dependent. The reason why there is a drop of at exactly 32 is easily explained by hitting a compiler heuristic like "don't unroll loops longer than 32". Also the huge speed difference might come from an unrolled loop using constants while a dynamic loop will require addressable array memory. Another reason could be that when unrolling dead code elimination an constant folding kicks in reducing the entire loop to nothing.
The most portable way to fix this is really manual unrolling, or even better manual constant folding. It is always questionable to compute constants in a fragment shader that can be computed outside. Some drivers might catch it for some cases, but it is better not to rely on that.