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Richardp

OpenGL
SlimDX low performance with many vertices

5 posts in this topic

Hello,

So I've been playing around with SlimDX for quite a while now, 
and experienced some issues with big STL files.

While on OpenGL they load without flinching I get down to 1-2 FPS an soon as I load files of about 100mb (same issues with multiple files) in SharpGL. Did I miss anything, or is there anything I am simply doing not right at all ?

Just to specify my question: is performance with SlimDX on 1.000.000+ vertices always that poor ?

 

BasicFramework.cs




    #region Using Statements
    using System;
    using System.Collections.Generic;
    using System.Diagnostics;
    using System.Text;


    using SlimDX;
    using SlimDX.Direct3D11;
    using SlimDX.DXGI;
    using SlimDX.Windows;


    using Device = SlimDX.Direct3D11.Device;
    using Texture2D = SlimDX.Direct3D11.Texture2D;


    #endregion


    namespace SlimDX_Evaluation
    {
        public abstract class BasicFramework : IDisposable
        {
            #region Membervariables


            //Objects
            private RenderForm renderForm;
            private SwapChain swapChain;
            private Factory factory;
            private Device device;
            private DeviceContext deviceContext;
            private Texture2D backBufffer;
            private Texture2D depthBuffer;
            private RenderTargetView renderTargetView;
            private DepthStencilView depthStencilView;
            private TimeSpan lastFrameTime;
            private Stopwatch clock;


            //Variables
            private bool userResized;
            private bool isResizing;


            #endregion
            #region Constructors
            /**
             * The Constructor initializes the default behavior of the Framework.
             * It is not supposed to be replaced, the customization should be done in the Constructor
             */
            public BasicFramework() : this("My Title") { }


            public BasicFramework(string title)
            {
                //Create the winForm
                renderForm = new RenderForm(title);                                                
                renderForm.ClientSize = new System.Drawing.Size(800, 480);                          
                renderForm.MaximizeBox = true;                                                     
                renderForm.FormBorderStyle = System.Windows.Forms.FormBorderStyle.Sizable;         


                //Hook into Windows.Forms Event 
                renderForm.ClientSizeChanged += HandleClientSizeChanged;


                //Generate SwapChain
                var desc = new SwapChainDescription()
                {
                    BufferCount = 1,
                    ModeDescription = new ModeDescription(renderForm.ClientSize.Width,
                        renderForm.ClientSize.Height,
                        new Rational(60, 1),
                        Format.B8G8R8A8_UNorm),
                    IsWindowed = true,
                    OutputHandle = renderForm.Handle,
                    SampleDescription = new SampleDescription(1, 0),
                    SwapEffect = SwapEffect.Discard,
                    Usage = Usage.RenderTargetOutput,                                              
                };


                Device.CreateWithSwapChain(
                    DriverType.Hardware,                                                             
                    DeviceCreationFlags.None,                                                        
                    desc,                                                                            
                    out device,                                                                      
                    out swapChain                                                                    
                );


                //Set DeviceContext
                deviceContext = device.ImmediateContext;                                             


                // prevent DXGI handling of alt+enter,prt scrn, etc which doesn't work properly with Winforms
                using (var factory = swapChain.GetParent<Factory>())
                    factory.SetWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);


                //Generate Backbuffer
                backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
                renderTargetView = new RenderTargetView(device, backBufffer);                       


                //Generate Depthbuffer and DepthBufferView
                depthBuffer = new Texture2D(device, new Texture2DDescription()
                {
                    Format = Format.D16_UNorm,                                                   
                    ArraySize = 1,                                                               
                    MipLevels = 1,                                                               
                    Width = renderForm.ClientSize.Width,                                         
                    Height = renderForm.ClientSize.Height,                                       
                    SampleDescription = new SampleDescription(1, 0),                             
                    Usage = ResourceUsage.Default,                                               
                    BindFlags = BindFlags.DepthStencil,                                          
                    CpuAccessFlags = CpuAccessFlags.None,                                        
                    OptionFlags = ResourceOptionFlags.None,                                      
                });


                depthStencilView = new DepthStencilView(device, depthBuffer);


                //Define Rasterizer
                RasterizerStateDescription rasterizerDescription = new RasterizerStateDescription()
                {
                    CullMode = CullMode.None,
                    FillMode = FillMode.Solid,
                    IsAntialiasedLineEnabled = true,
                    IsFrontCounterclockwise = true,
                    IsMultisampleEnabled = true,
                    IsDepthClipEnabled = true,
                    IsScissorEnabled = false
                };


                deviceContext.Rasterizer.State = 
                           RasterizerState.FromDescription(device, rasterizerDescription);


                //Set ViewPort
                deviceContext.Rasterizer.SetViewports(new Viewport(
                    0,                                                                                 
                    0,                                                                              
                    renderForm.Width,                                                               
                    renderForm.Height));                                                            


                deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);


                //Force recalibration on first load
                userResized = true;
            }


            #endregion
            #region Run
            public void Run()
            {
                clock = new Stopwatch();                                                          
                clock.Start();                                                                    
                this.lastFrameTime = clock.Elapsed;                                               


                Initialize();                                                                     
                LoadContent();                                                                    


                MessagePump.Run(renderForm, () =>                                                 
                {
                     if (userResized)                                                             
                     {
                         backBufffer.Dispose();                                                   
                         RenderTargetView.Dispose();                                              
                         depthBuffer.Dispose();                                                   
                         depthStencilView.Dispose();                                              


                         //Resize the buffers
                         swapChain.ResizeBuffers(
                             0,                                                                     
                             renderForm.ClientSize.Width,                                           
                             renderForm.ClientSize.Height,                                          
                             Format.Unknown,                                                        
                             SwapChainFlags.None                                                    
                             );


                         //Get the new Backbuffer
                         backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);             


                         //Renew RenderTargetView
                         renderTargetView = new RenderTargetView(device, backBufffer);              


                         //Create the new DepthBuffer
                         depthBuffer = new Texture2D(device, new Texture2DDescription()
                         {
                             Format = Format.D32_Float_S8X24_UInt,
                             ArraySize = 1,
                             MipLevels = 1,
                             Width = renderForm.ClientSize.Width,
                             Height = renderForm.ClientSize.Height,
                             SampleDescription = new SampleDescription(1, 0),
                             Usage = ResourceUsage.Default,
                             BindFlags = BindFlags.DepthStencil,
                             CpuAccessFlags = CpuAccessFlags.None,
                             OptionFlags = ResourceOptionFlags.None
                         });


                         //Create DepthBufferView
                         depthStencilView = new DepthStencilView(device, depthBuffer);


                         //SetUp Targets and Viewports for Rendering
                         deviceContext.Rasterizer.SetViewports(
                                      new Viewport(0, 0, renderForm.Width, renderForm.Height));
                         deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);   


                         //finished resizing
                         isResizing = userResized = false;
                     }


                    TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;              
                    this.lastFrameTime = clock.Elapsed;                                            


                    Update(clock.Elapsed, timeSinceLastFrame);                                     
                    BeginFrame();                                                                  
                    Draw(clock.Elapsed, timeSinceLastFrame);                                       
                    EndFrame();                                                                    
                });


                UnloadContent();
            }
            #endregion


            #region MethodsToOverride
            public virtual void Update(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
            {


            }


            public virtual void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
            {


            }


            public virtual void BeginFrame()
            {


            }


            public void EndFrame()
            {
                swapChain.Present(0, PresentFlags.None);        //Presents the image to the user
            }


            public virtual void Initialize()
            {


            }


            public virtual void LoadContent()
            {


            }


            public virtual void UnloadContent()
            {


            }


            public virtual void Dispose()
            {
                renderForm.Dispose();
                backBufffer.Dispose();
                deviceContext.ClearState();
                deviceContext.Flush();
                device.Dispose();
                deviceContext.Dispose();
                depthBuffer.Dispose();
                depthStencilView.Dispose();
                swapChain.Dispose();
            }


            #endregion


            #region Handlers


            private void HandleResize(object sender, EventArgs e)
            {
                backBufffer.Dispose();
                RenderTargetView.Dispose();
                depthBuffer.Dispose();
                depthStencilView.Dispose();


                //Resize the buffers
                swapChain.ResizeBuffers(
                    0,
                    renderForm.ClientSize.Width,
                    renderForm.ClientSize.Height,
                    Format.Unknown,
                    SwapChainFlags.None
                    );


                //Get the new Backbuffer
                backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);


                //Renew RenderTargetView
                renderTargetView = new RenderTargetView(device, backBufffer);


                //Create the new DepthBuffer
                depthBuffer = new Texture2D(device, new Texture2DDescription()
                {
                    Format = Format.D32_Float_S8X24_UInt,
                    ArraySize = 1,
                    MipLevels = 1,
                    Width = renderForm.ClientSize.Width,
                    Height = renderForm.ClientSize.Height,
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = ResourceUsage.Default,
                    BindFlags = BindFlags.DepthStencil,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None
                });


                //Create DepthBufferView
                depthStencilView = new DepthStencilView(device, depthBuffer);


                //SetUp Targets and Viewports for Rendering
                deviceContext.Rasterizer.SetViewports(
                              new Viewport(0, 0, renderForm.Width, renderForm.Height));
                deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);


                //finished resizing
                isResizing = userResized = false;


                TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
                this.lastFrameTime = clock.Elapsed;


                Update(clock.Elapsed, timeSinceLastFrame);
                BeginFrame();
                Draw(clock.Elapsed, timeSinceLastFrame);
                EndFrame();   
            }


            private void HandleClientSizeChanged(object sender, EventArgs e)
            {
                userResized = true;
            }
            #endregion


            #region GetAndSet
            public Device Device
            {
                get
                {
                    return this.device;
                }
            }


            public DeviceContext DeviceContext
            {
                get
                {
                    return this.deviceContext;
                }
            }


            public RenderTargetView RenderTargetView
            {
                get
                {
                    return this.renderTargetView;
                }
            }


            public RenderForm RenderForm
            {
                get
                {
                    return this.renderForm;
                }
            }


            public DepthStencilView DepthStencilView
            {
                get
                {
                    return this.depthStencilView;
                }
            }
            #endregion
        }
    }
 
SimpleIntegration.cs

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Drawing;


    using SlimDX;
    using SlimDX.D3DCompiler;
    using SlimDX.Direct3D11;


    using Buffer = SlimDX.Direct3D11.Buffer;
    using System.Diagnostics;


    namespace SlimDX_Evaluation
    {
        class SampleIntegration : BasicFramework
        {
            #region Members
            private VertexShader vertexShader;
            private PixelShader pixelShader;


            private Buffer constantBuffer;
        
            private VertexBufferBinding vertexBufferBinding_model;
            private int vertCount;


            private Stopwatch timer;
            private long lastFrame;
            private int frameCount;


            private Matrix view;
            private Matrix proj;
            private Matrix viewProj;
            Matrix worldViewProj;




            #endregion


            public override void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
            {
                //Output FPS
                frameCount++;
                if (timer.ElapsedMilliseconds - lastFrame >= 1000)
                {
                    Console.WriteLine("FPS: " + frameCount);
                    lastFrame = timer.ElapsedMilliseconds;
                    frameCount = 0;
                }


                worldViewProj = Matrix.Multiply(Matrix.RotationAxis(Vector3.UnitY, timer.ElapsedMilliseconds / 1000.0f), viewProj);


                //Update ConstantBuffer
                var buffer = new MyConstantBuffer();
                buffer.worldViewProj = worldViewProj;


                var data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(new MyConstantBuffer()), true, true);
                data.Write(buffer);
                data.Position = 0;


                DeviceContext.UpdateSubresource(new DataBox(0, 0, data),constantBuffer,0);


                //Clear
                Device.ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.WhiteSmoke);
                Device.ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);


                //Draw
                DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;              


                DeviceContext.InputAssembler.SetVertexBuffers(0, vertexBufferBinding_model);             
                Device.ImmediateContext.Draw(vertCount, 0);                                       


                base.Draw(totalRunTime, timeSinceLastFrame);
            }


            public override void LoadContent()
            {
                //Initialize the timer
                timer = new Stopwatch();
                timer.Start();


                //Initialize Matrices
                view = Matrix.LookAtLH(new Vector3(0, 100, -500), new Vector3(0, 0, 0), Vector3.UnitY);
                proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, RenderForm.ClientSize.Width / RenderForm.ClientSize.Height, 0.1f, 10000.0f);
                viewProj = Matrix.Multiply(view, proj);


                //Load Shaders
                ShaderBytecode vertexShaderByteCode;
                ShaderBytecode pixelShaderByteCode;


                try
                {
                    vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "VShader", "vs_4_0",ShaderFlags.None,EffectFlags.None);
                    pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "PShader", "ps_4_0",ShaderFlags.None,EffectFlags.None);
                }
                catch (System.Exception ex)
                {
                    throw ex;
                }


                vertexShader = new VertexShader(Device, vertexShaderByteCode);
                pixelShader = new PixelShader(Device, pixelShaderByteCode);


                DeviceContext.VertexShader.Set(vertexShader);
                DeviceContext.PixelShader.Set(pixelShader);


                var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);


                //Define first 16 floats as Position, next 16 as Color, next 12 normal (4 cords, 4 Color, 3 normal parts)
                InputElement[] elements = new InputElement[] 
                {
                    new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
                    new InputElement("COLOR"   , 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
                    new InputElement("NORMAL"  , 0, SlimDX.DXGI.Format.R32G32B32_Float, 32, 0),
                };


                //Define Layout for the InputAssembler
                DeviceContext.InputAssembler.InputLayout = new InputLayout(Device, signature, elements);


                //Generate and link constant buffers
                constantBuffer = new Buffer(Device, System.Runtime.InteropServices.Marshal.SizeOf(new Matrix()), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
                DeviceContext.VertexShader.SetConstantBuffer(constantBuffer,0);


                //load STL and generate Vertices from it


                ModuleWorks.Meshf meshf = ModuleWorks.MeshHelper.ReadSTLf(@"C:\ModuleWorks\STL\Homer.stl", ModuleWorks.Unit.Metric);


                try
                {


                    vertCount = meshf.TriangleCount * 3;


                    var vertices_model = new DataStream(vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex)), true, true);
                    var stopWatch = new Stopwatch();
                    stopWatch.Start();
                    for (int x = 0; x < meshf.TriangleCount; x++)
                    {
                        var triangle = meshf.GetTriangle(x);
                        var normal = triangle.Normal;
                        vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx1).X, meshf.GetPoint(triangle.Idx1).Y, meshf.GetPoint(triangle.Idx1).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
                        vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx2).X, meshf.GetPoint(triangle.Idx2).Y, meshf.GetPoint(triangle.Idx2).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
                        vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx3).X, meshf.GetPoint(triangle.Idx3).Y, meshf.GetPoint(triangle.Idx3).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
                    }
                    vertices_model.Position = 0;


                    //Generate VertexBufferBinding
                    var sizeInBytes = vertCount * 
                                System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex));
                    var stride = 
                                System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4)) * 2 
                                + System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector3));


                    var vertexBuffer_model = new Buffer(
                                       Device, vertices_model, sizeInBytes, ResourceUsage.Default,
                                       BindFlags.VertexBuffer, CpuAccessFlags.None, 
                                       ResourceOptionFlags.None, 0);
                    vertexBufferBinding_model = new VertexBufferBinding(vertexBuffer_model, stride, 0);
                    vertices_model.Close();
                }
                catch (System.Exception ex)
                {
                    Console.WriteLine(ex);
                    return;
                }
            }


            public override void Dispose()
            {
                vertexShader.Dispose();
                pixelShader.Dispose();
                constantBuffer.Dispose();
                base.Dispose();
            }
        }
    }
shader.hlsl
cbuffer matrixBuffer : register(b0)
{
float4x4 worldViewProj;
};


struct VOut
{
float4 position : SV_POSITION;
float4 color    : COLOR;
float3 normal : NORMAL;
};


VOut VShader(float4 position : POSITION, float4 color : COLOR, float3 normal : NORMAL)
{
VOut output = (VOut)0;


output.position = mul(worldViewProj, position);


output.normal = normalize(mul((float3x3)worldViewProj,normal));


output.color = color;


return output;
}


float4 PShader(VOut vout) : SV_TARGET
{
return vout.color;
}
Thanks in advance
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you're not creating an index buffer

I will check this, but in the OpenGL implementation, another shader is beeing used, adding a bit of smoothing and two sided lighting, which I thought would take about the same amount of processing power. (Two sided lighting should even be a little bit harder than drawing both faces, shouldn't it ?)

 


You also have what is currently a completely redundant line of code in your vertex shader

Thanks for the hint with the shader, I will fix this as well, but it don't really believe that it will have a huge impact on performance.

 


By the way what graphics card are you getting this 1-2 FPS on?

 

I am using a GeForce GT 330M, but it shouldn't be the laptop, as performance in OpenGL is just nice.

[Intel Core i7  Q740 @1.73GhZ, 6GB Ram, Win 7 Prof]

 

Oh, and thanks for checking :)

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So I am currently getting some changes done and using an index buffer in fact affected the FPS a lot! :)

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The main reason the index buffer helps is that the GPU has a post-transform vertex cache, which means triangles that re-use recently used vertices are much cheaper.

 

There's a more detailed explanation, along with an algorithm for optimizing the way the vertices and indices are stored at: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html

 

The benefits from that mostly depend on how well ordered the triangles in your source data are.

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Well this seems to be the solution, thanks a lot for the help, as well as the in-depth information !

With thanks, Richard

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