c++performanceopenglmatrixgeometry-instancing

Instancing with OpenGL 3.3 seems very slow


I wrote a minimal code-sample in C++, which is rendering 10000 colored quads on the screen. I am using "instancing" and so updating only the model-matrix for each quad each frame. The data of the 6 vertices are stored in an indivdual VBO und will be reused all the time. The projection-matrix (orthographic) is injected once at program-start via uniform. The model-matrix is calculated on the CPU with the library GLM. I measured the rendering-time and I got only an average FPS of 52. I think this is MUCH to less, but I cannot find the mistake/bottleneck in my little sample program.

After some analysis it seems, that the 3 calculations done with GLM are very slow. Am I doing something wrong here? For example, If I remove the rotating-calculation, I get an FPS-boost of 10 FPS! Maybe you can help me to find out, what I can do better here and how can I optimize my sample. It is important for me, that each quad is individual configurable during runtime, so I decided to use instancing. Moving the matrix-calculations to the GPU seems another option, but I am really confused, why the CPU has so much problems calculating the 10000 model-matrices! Ok, my CPU is very bad (Athlon 2 Core-Duo M300, GPU is ATI Mobility Radeon 4100), but It should do this task in no measurable time, or?

Here is minimal, fully working, compilable example (If u have GLFW and GLM). Maybe someone have some time and can help me out here :)

#define GLEW_STATIC
#define GLM_FORCE_INLINE
#define GLM_FORCE_SSE2
#include "glew.h"
#include "glfw3.h"
#include "glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include <conio.h>
#include <cstdlib>
#include <iostream>
#include <ctime>

GLuint buildShader()
{
    std::string strVSCode = 
    "#version 330 core\n"
    "in vec3 vertexPosition;\n"
    "in mat4 modelMatrix;\n"
    "uniform mat4 projectionMatrix;\n"
    "out vec4 m_color;\n"
    "void main() {\n"
    "   vec4 vecVertex = vec4(vertexPosition, 1);\n"
    "   gl_Position = projectionMatrix * modelMatrix * vecVertex;\n"
    "   m_color = gl_Position;\n"
    "}\n";

    std::string strFSCode = "#version 330 core\n"
    "out vec4 frag_colour;\n"
    "in vec4 m_color;\n"
    "void main() {\n"
    "   frag_colour = vec4(m_color.x, m_color.y, m_color.z, 0.5f);\n"
    "}\n";

    GLuint gluiVertexShaderId = glCreateShader(GL_VERTEX_SHADER);
    char const * VertexSourcePointer = strVSCode.c_str();
    glShaderSource(gluiVertexShaderId, 1, &VertexSourcePointer, NULL);
    glCompileShader(gluiVertexShaderId);
    GLuint gluiFragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
    char const * FragmentSourcePointer = strFSCode.c_str();
    glShaderSource(gluiFragmentShaderId, 1, &FragmentSourcePointer, NULL);
    glCompileShader(gluiFragmentShaderId);
    GLuint gluiProgramId = glCreateProgram();
    glAttachShader(gluiProgramId, gluiVertexShaderId);
    glAttachShader(gluiProgramId, gluiFragmentShaderId);
    glLinkProgram(gluiProgramId);
    glDeleteShader(gluiVertexShaderId);
    glDeleteShader(gluiFragmentShaderId);
    return gluiProgramId;
}

struct Sprite
{
    glm::vec3 position, dimension;
    float speed, rotation, rx, ry;
};

struct Vertex
{
    float x, y, z;
    Vertex(){};
    Vertex(float x, float y, float z) : x(x), y(y), z(z) {}
};

int main(int arc, char **argv)
{
    // GLFW init
    int displayResWith   = 1366; //modify this here
    int displayResHeight = 768;  //modify this here
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, 1);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RED_BITS, 8);
    glfwWindowHint(GLFW_GREEN_BITS, 8);
    glfwWindowHint(GLFW_BLUE_BITS, 8);
    glfwWindowHint(GLFW_ALPHA_BITS, 8);
    glfwWindowHint(GLFW_DEPTH_BITS, 32);
    glfwWindowHint(GLFW_STENCIL_BITS, 32);
    GLFWwindow* window = glfwCreateWindow(displayResWith, displayResHeight,"Instancing", glfwGetPrimaryMonitor(),NULL);
    int width, height;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(0);
    glfwGetFramebufferSize(window, &width, &height);

    //GLEW init
    glewExperimental = GL_TRUE;
    glewInit();
    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* version = glGetString(GL_VERSION);
    std::cout << "Renderer: " << renderer << std::endl;
    std::cout << "OpenGL supported version: " << version << std::endl;

    //OpenGL init
    glEnable(GL_CULL_FACE); 
    glCullFace(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glClearColor(255.0f, 255.0f, 255.0f, 255.0f);

    //Shader
    GLuint programID = buildShader();

    //VBO vertexBuffer
    GLuint vertexBuffer;
    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    Vertex VertexBufferData[6];
    VertexBufferData[0] = Vertex(-0.5f, 0.5f, 0.0f);    //Links oben
    VertexBufferData[1] = Vertex(-0.5f, -0.5f, 0.0f);   //Links unten
    VertexBufferData[2] = Vertex(0.5f, -0.5f, 0.0f);    //Rechts unten
    VertexBufferData[3] = VertexBufferData[2];          //Rechts unten
    VertexBufferData[4] = Vertex(0.5f, 0.5f, 0.0f);     //Rechts oben
    VertexBufferData[5] = VertexBufferData[0];          //Links oben
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*6, VertexBufferData, GL_STATIC_DRAW);

    //VBO instanceBuffer
    GLuint instanceBuffer;
    glGenBuffers(1, &instanceBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
    int iMaxInstanceCount = 30000;
    glm::mat4 *ptrInstanceBufferData = new glm::mat4[iMaxInstanceCount];
    glBufferData(GL_ARRAY_BUFFER, iMaxInstanceCount * sizeof(glm::mat4), NULL, GL_STREAM_DRAW);

    //VAO - Start
    GLuint vertexArrayObject;
    glGenVertexArrays(1, &vertexArrayObject);
    glBindVertexArray(vertexArrayObject);

        //For VBO vertexbuffer
        glEnableVertexAttribArray(glGetAttribLocation(programID, "vertexPosition"));
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glVertexAttribPointer(
            glGetAttribLocation(programID, "vertexPosition"),
            3,                                                  
            GL_FLOAT,                                           
            GL_FALSE,                                           
            sizeof(Vertex),                                     
            (void*)0                                            
            );

        glVertexAttribDivisor(0, 0);

        //For VBO instanceBuffer
        int pos = glGetAttribLocation(programID, "modelMatrix");
        int pos1 = pos + 0;
        int pos2 = pos + 1;
        int pos3 = pos + 2;
        int pos4 = pos + 3;
        glEnableVertexAttribArray(pos1);
        glEnableVertexAttribArray(pos2);
        glEnableVertexAttribArray(pos3);
        glEnableVertexAttribArray(pos4);
        glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
        glVertexAttribPointer(pos1, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(0));
        glVertexAttribPointer(pos2, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 4));
        glVertexAttribPointer(pos3, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 8));
        glVertexAttribPointer(pos4, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 12));
        glVertexAttribDivisor(pos1, 1);
        glVertexAttribDivisor(pos2, 1);
        glVertexAttribDivisor(pos3, 1);
        glVertexAttribDivisor(pos4, 1);

    glBindVertexArray(0); //VAO - End

    //Matrix vars
    glm::mat4 Projection, Rotating, Scaling, Translation, Identity;
    glm::vec3 ZRotateVec(0.0f, 0.0f, 1.0f);

    //Calc projection-matrix and put shader (uniform)
    Projection = glm::ortho(0.0f, (float)width, 0.0f, (float)height, 0.0f, 1.0f);
    glUseProgram(programID);
    glUniformMatrix4fv(glGetUniformLocation(programID, "projectionMatrix"), 1, GL_FALSE, &Projection[0][0]);

    //Creating sprites
    std::srand(static_cast<unsigned int>(std::time(0)));
    int iActInstanceCount = 10000;
    Sprite *ptrSprites = new Sprite[iActInstanceCount];
    for (int i = 0; i < iActInstanceCount; ++i)
    {
        ptrSprites[i].dimension = glm::vec3(16, 16, 1.0f);
        ptrSprites[i].position = glm::vec3(std::rand()%(width-32),std::rand()%(height-32),-1.0f *((std::rand()%256)/256.0f));
        ptrSprites[i].rotation = rand() % 360 + 0.0f;
        ptrSprites[i].rx = static_cast<float>(std::rand() % 2);
        ptrSprites[i].ry = static_cast<float>(std::rand() % 2);
        ptrSprites[i].speed = (std::rand() % 100) + 1.0f;
        if (ptrSprites[i].speed < 1.0f) ptrSprites[i].speed = 1.0f;
    }

    //FPS init
    double fFramesRendered = 0.0f;
    double fFrameMeasurementStart = 0.0f;
    double fFPS = 0.0f;
    double fCurrentTime = 0.0f;
    glfwSetTime(0);

    //Main-loop (also renderloop)
    while (!glfwWindowShouldClose(window))
    {
        //application-logic
        if (glfwGetKey(window, GLFW_KEY_ESCAPE)== GLFW_PRESS)
            glfwSetWindowShouldClose(window, GL_TRUE);

        const double fNewTime = glfwGetTime();
        double fDeltaTime = fNewTime - fCurrentTime;
        fCurrentTime = fNewTime;

        for (int i = 0; i < iActInstanceCount; ++i)
        {
            float fSpeed = ptrSprites[i].speed * static_cast<float>(fDeltaTime);
            ptrSprites[i].rotation += fSpeed;
            if (ptrSprites[i].rotation >= 360.0f) ptrSprites[i].rotation = 0.0f;
            if (ptrSprites[i].rx == 1)  ptrSprites[i].position.x = ptrSprites[i].position.x + fSpeed;
            if (ptrSprites[i].rx == 0)  ptrSprites[i].position.x = ptrSprites[i].position.x - fSpeed;
            if (ptrSprites[i].ry == 1)  ptrSprites[i].position.y = ptrSprites[i].position.y + fSpeed;
            if (ptrSprites[i].ry == 0)  ptrSprites[i].position.y = ptrSprites[i].position.y - fSpeed;
            if (ptrSprites[i].position.x <= 0) ptrSprites[i].rx = 1;
            if (ptrSprites[i].position.x + ptrSprites[i].dimension.x >= width) ptrSprites[i].rx = 0;
            if (ptrSprites[i].position.y <= 0) ptrSprites[i].ry = 1;
            if (ptrSprites[i].position.y + ptrSprites[i].dimension.y >= height) ptrSprites[i].ry = 0;

            //matrix-calculations (saved in local buffer)
            Translation = glm::translate(Identity, ptrSprites[i].position + glm::vec3(ptrSprites[i].dimension.x / 2.0f, ptrSprites[i].dimension.y / 2.0f, 0.0f));
            Scaling = glm::scale(Translation, ptrSprites[i].dimension);
            ptrInstanceBufferData[i] = glm::rotate(Scaling, ptrSprites[i].rotation, ZRotateVec);
        }

        //render-call
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(programID);
        glBindVertexArray(vertexArrayObject);
        glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
        glBufferData(GL_ARRAY_BUFFER, iMaxInstanceCount * sizeof(glm::mat4), NULL, GL_STREAM_DRAW); // Buffer orphaning
        glBufferSubData(GL_ARRAY_BUFFER, 0, iActInstanceCount * sizeof(glm::mat4), ptrInstanceBufferData);
        glDrawArraysInstanced(GL_TRIANGLES, 0, 6, iActInstanceCount);
        glBindVertexArray(0);
        glfwSwapBuffers(window);
        glfwPollEvents();


        //FPS-stuff
        ++fFramesRendered;

        if ((fCurrentTime*1000.0f) >= (fFrameMeasurementStart*1000.0f) + 1000.0f)
        {
            fFPS = ((fCurrentTime*1000.0f) - (fFrameMeasurementStart*1000.0f)) / 1000.0f * fFramesRendered;
            fFrameMeasurementStart = fCurrentTime;
            fFramesRendered = 0;
            std::cout << "FPS: " << fFPS << std::endl;
        }
    }

    //Termination and cleanup
    glDeleteBuffers(1, &vertexBuffer);
    glDeleteBuffers(1, &instanceBuffer);
    glDeleteVertexArrays(1, &vertexArrayObject);
    glDeleteProgram(programID);
    glfwDestroyWindow(window);
    glfwTerminate();
    return _getch();
}

Solution

  • Well, after testing it on my machine, it is definitely CPU limited, so nothing you do with OGL is going to make much difference. I get about ~300fps with GCC on at least -O1, but only ~80 with -O0. My CPU is very fast (i7 2600k, 4.7ghz), but my GPU is rather slow (GT 520). I'm also on Ubuntu.

    Some quick ideas for things that might speed it up a little:

    None of these are likely to make much of any impact, really. Just make sure your compiler is set up right, and there probably isn't much more to do.