Seamless Compute and OpenGL Graphics Development in NVIDIA Nsight 3.0 Visual Studio Edition and Beyond 3/20/2013
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1 Seamless Compute and OpenGL Graphics Development in NVIDIA Nsight 3.0 Visual Studio Edition and Beyond 3/20/2013
2 Agenda Computational Graphics and Visual Computing Developer Challenges Maximus Getting help from Nsight and Beyond Conclusion and Q&A
3 Computational Graphics Visual Computing Deferred Shading Ambient Occlusion Simulation & Visualization Medical imaging Manufacturing
4 Compute Shader Based Deferred Shading Graphics pipeline rasterizes gbuffers for opaque surfaces Compute pipeline uses gbuffers culls light sources computes lighting combines with shading Johann Anderson - Compute Shader Based Deferred Shading
5
6
7 Multi- Platform Overview APP OS Driver CE1 <<<.>>> MEM WDDM CE2 CPU MEM MEM I/O HUB CE1 CE2 <<<.>>>
8 Single- Simulation and Visualization F n-1 F n CPU Mem. xfers Draw Mem. xfers Kernels 1 2 Mem. xfers
9 Multi- Simulation and Visualization F n-1 F n+1 F n CPU Draw Mem. xfers 2? Kernels Mem. xfers 1
10 Developer Challenges Debugging Compute and Graphics and interop Context switching overhead Multi-Core/Multi- race conditions Data transfers host-to-device, device-to-host, P2P Asynchronous transfers Multi-core/Multi-threaded Multi- Graphics/Graphics, Graphics/Compute Concurrent kernel execution Driver models (TCC/WDDM)
11 NVIDIA Maximus NVIDIA MAXIMUS Professional Graphics Processor Compute Companion Processor
12 NVIDIA Nsight Visual Studio Edition Visual Studio integrated development for and CPU Build Debug Profile
13 NVIDIA Nsight for Graphics Developers OpenGL 4.2, Direct3D 9/11 Frame debugger - OpenGL 4.2, Direct3D 9/11 HLSL and GLSL Shader debugger Frame profiler - OpenGL 4.2, Direct3D 9/11 Application and system trace
14 NVIDIA Nsight for Compute Developers CUDA 4.2 and 5.0 and Maximus CUDA Debugger CUDA Memory Checker Application and system trace CUDA Profiler
15 Two Methods for Fast Ray-Cast Ambient Occlusion Render depth & normal buffers using OpenGL Calculates AO using CUDA Deferred shading in OpenGL F n-1 F n Draw Mem. xfers Kernels Mem. xfers
16
17 PhysX Fracture Demo Fracture computation in CUDA PhysX Rigid body collision in CUDA OpenGL for rendering opaque scene and composite final image F n-1 F n Draw Mem. xfers Kernels Mem. xfers
18
19 Macro Analysis Heterogeneous System Utilization
20 NVIDIA Tools Extension API Markers and Ranges Colors, string and payload NVTX Host code decoration Frame Debugger scrubber Frame Profiling System Trace NVTXT Custom data provider for System Trace
21 High Performance Areas to Watch For Kernel execution concurrency Asynchronous memory transfers (Quadro/Tesla) WDDM kernel fifos Minimize Compute/Graphics context switches on a single Multi- and P2P xfers
22 Single- Memory Transfers APP OS Driver CE1 <<<.>>> MEM WDDM CE2 CPU MEM MEM I/O HUB CE1 CE2 <<<.>>>
23 Multi- memory transfers P2H2P APP OS Driver CE1 <<<.>>> MEM WDDM CE2 CPU MEM MEM I/O HUB CE1 CE2 <<<.>>>
24 Multi- memory transfers P2P APP OS Driver CE1 <<<.>>> MEM WDDM CE2 CPU MEM MEM I/O HUB CE1 CE2 <<<.>>>
25 Multi- memory transfers API Interop CUDA Context Aux. CUDA Context OpenGL Context CUDA Context OpenGL Context CUDA memcpy CUDA memcpy glbuffersubdata Buffer Buffer RAM
26
27 Beyond GLSL Compute shader Single Graphics and Compute debugging Full Compute and Graphics capture and replay Source code generation of Compute and Graphics trace Intra-frame debugging snapshots of interop buffers
28 Intra-Frame CUDA/OpenGL interop support F n-1 F n CPU Draw Mem. xfers Kernels Mem. xfers
29 Conclusion Multi- developer tools are available Start Debugging Use NVToolsExt System Trace is your friend
30 Q&A Download Nsight Visual Studio Edition Developer Forums Nsight documentation Start All Programs NVIDIA Nsight Visual Studio Edition 3.0 User Guide _Visual_Studio_Edition_User_Guide.htm Nsight instruction videos Special Thanks Tero Karas, Shalini Venkataraman, David Luebke for the demo content
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