glReadPixels() burns up all CPU cycles of a single core
I have an SDL2 app with an OpenGL window, and it is well behaved: When it runs, the app gets synchronized with my 60Hz display, and I see 12% CPU Usage for the app.
So far so good.
But when I add 3D picking by reading a single (!) depth value from the depth buffer (after drawing), the following happens:
- FPS still at 60
- CPU usage for the main thread goes to 100%
If I don't do the glReadPixels, the CPU use drops back to 12% again. Why does reading a single value from the depth buffer cause the CPU to burn all cycles?
My window is created with:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, use_aa ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, use_aa ? 4 : 0 );
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow
(
"Fragger",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
fbw, fbh,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
My drawing is concluded with:
SDL_GL_SwapWindow( window );
My depth read is performed with:
float depth;
glReadPixels( scrx, scry, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
My display sync is configured using:
int rv = SDL_GL_SetSwapInterval( -1 );
if ( rv < 0 )
LOGI( "Late swap tearing not available. Using hard v-sync with display." );
rv = SDL_GL_SetSwapInterval( 1 );
if ( rv < 0 ) LOGE( "SDL_GL_SetSwapInterval() failed." );
else
LOGI( "Can use late vsync swap." );
Investigations with 'perf' shows that the cycles are burnt up by nVidia's driver, doing relentless system calls, one of which is sys_clock_gettime() as can be seen below:
I've tried some variations by reading GL_BACK or GL_FRONT, with same result.
I also tried reading just before and just after the window swap.
But the CPU usage is always at a 100% level.
Platform: Ubuntu 18.04.1
SDL: version 2.0.8
CPU: Intel Haswell
GPU: nVidia GTX750Ti
GL_VERSION: 3.2.0 NVIDIA 390.87
nvidia cpu-usage sdl-2 glreadpixels
add a comment |
I have an SDL2 app with an OpenGL window, and it is well behaved: When it runs, the app gets synchronized with my 60Hz display, and I see 12% CPU Usage for the app.
So far so good.
But when I add 3D picking by reading a single (!) depth value from the depth buffer (after drawing), the following happens:
- FPS still at 60
- CPU usage for the main thread goes to 100%
If I don't do the glReadPixels, the CPU use drops back to 12% again. Why does reading a single value from the depth buffer cause the CPU to burn all cycles?
My window is created with:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, use_aa ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, use_aa ? 4 : 0 );
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow
(
"Fragger",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
fbw, fbh,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
My drawing is concluded with:
SDL_GL_SwapWindow( window );
My depth read is performed with:
float depth;
glReadPixels( scrx, scry, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
My display sync is configured using:
int rv = SDL_GL_SetSwapInterval( -1 );
if ( rv < 0 )
LOGI( "Late swap tearing not available. Using hard v-sync with display." );
rv = SDL_GL_SetSwapInterval( 1 );
if ( rv < 0 ) LOGE( "SDL_GL_SetSwapInterval() failed." );
else
LOGI( "Can use late vsync swap." );
Investigations with 'perf' shows that the cycles are burnt up by nVidia's driver, doing relentless system calls, one of which is sys_clock_gettime() as can be seen below:
I've tried some variations by reading GL_BACK or GL_FRONT, with same result.
I also tried reading just before and just after the window swap.
But the CPU usage is always at a 100% level.
Platform: Ubuntu 18.04.1
SDL: version 2.0.8
CPU: Intel Haswell
GPU: nVidia GTX750Ti
GL_VERSION: 3.2.0 NVIDIA 390.87
nvidia cpu-usage sdl-2 glreadpixels
How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06
add a comment |
I have an SDL2 app with an OpenGL window, and it is well behaved: When it runs, the app gets synchronized with my 60Hz display, and I see 12% CPU Usage for the app.
So far so good.
But when I add 3D picking by reading a single (!) depth value from the depth buffer (after drawing), the following happens:
- FPS still at 60
- CPU usage for the main thread goes to 100%
If I don't do the glReadPixels, the CPU use drops back to 12% again. Why does reading a single value from the depth buffer cause the CPU to burn all cycles?
My window is created with:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, use_aa ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, use_aa ? 4 : 0 );
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow
(
"Fragger",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
fbw, fbh,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
My drawing is concluded with:
SDL_GL_SwapWindow( window );
My depth read is performed with:
float depth;
glReadPixels( scrx, scry, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
My display sync is configured using:
int rv = SDL_GL_SetSwapInterval( -1 );
if ( rv < 0 )
LOGI( "Late swap tearing not available. Using hard v-sync with display." );
rv = SDL_GL_SetSwapInterval( 1 );
if ( rv < 0 ) LOGE( "SDL_GL_SetSwapInterval() failed." );
else
LOGI( "Can use late vsync swap." );
Investigations with 'perf' shows that the cycles are burnt up by nVidia's driver, doing relentless system calls, one of which is sys_clock_gettime() as can be seen below:
I've tried some variations by reading GL_BACK or GL_FRONT, with same result.
I also tried reading just before and just after the window swap.
But the CPU usage is always at a 100% level.
Platform: Ubuntu 18.04.1
SDL: version 2.0.8
CPU: Intel Haswell
GPU: nVidia GTX750Ti
GL_VERSION: 3.2.0 NVIDIA 390.87
nvidia cpu-usage sdl-2 glreadpixels
I have an SDL2 app with an OpenGL window, and it is well behaved: When it runs, the app gets synchronized with my 60Hz display, and I see 12% CPU Usage for the app.
So far so good.
But when I add 3D picking by reading a single (!) depth value from the depth buffer (after drawing), the following happens:
- FPS still at 60
- CPU usage for the main thread goes to 100%
If I don't do the glReadPixels, the CPU use drops back to 12% again. Why does reading a single value from the depth buffer cause the CPU to burn all cycles?
My window is created with:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, use_aa ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, use_aa ? 4 : 0 );
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow
(
"Fragger",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
fbw, fbh,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
);
My drawing is concluded with:
SDL_GL_SwapWindow( window );
My depth read is performed with:
float depth;
glReadPixels( scrx, scry, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
My display sync is configured using:
int rv = SDL_GL_SetSwapInterval( -1 );
if ( rv < 0 )
LOGI( "Late swap tearing not available. Using hard v-sync with display." );
rv = SDL_GL_SetSwapInterval( 1 );
if ( rv < 0 ) LOGE( "SDL_GL_SetSwapInterval() failed." );
else
LOGI( "Can use late vsync swap." );
Investigations with 'perf' shows that the cycles are burnt up by nVidia's driver, doing relentless system calls, one of which is sys_clock_gettime() as can be seen below:
I've tried some variations by reading GL_BACK or GL_FRONT, with same result.
I also tried reading just before and just after the window swap.
But the CPU usage is always at a 100% level.
Platform: Ubuntu 18.04.1
SDL: version 2.0.8
CPU: Intel Haswell
GPU: nVidia GTX750Ti
GL_VERSION: 3.2.0 NVIDIA 390.87
nvidia cpu-usage sdl-2 glreadpixels
nvidia cpu-usage sdl-2 glreadpixels
edited Nov 15 '18 at 17:37
Bram
asked Nov 15 '18 at 2:43
BramBram
2,8502452
2,8502452
How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06
add a comment |
How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06
How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06
How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06
add a comment |
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How/when do you read your depth? From which buffer? How no-vsync'd FPS drops when you do that? Looks like you force driver to synchronise since requested depth is not yet rendered. Logically you probably want depth from previous frame, not the one you're currently rendering.
– keltar
Nov 15 '18 at 12:06