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https://github.com/brunoherbelin/vimix.git
synced 2025-12-13 03:09:57 +01:00
GPU monitoring of RAM available when allocating FBO
Warning when allocation of FBO is critical.
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@@ -31,6 +31,14 @@
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#include <stb_image.h>
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#include <stb_image_write.h>
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#ifndef NDEBUG
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//#define FRAMEBUFFER_DEBUG
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#endif
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#define GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX 0x9048
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#define GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX 0x9049
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#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
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const char* FrameBuffer::aspect_ratio_name[5] = { "4:3", "3:2", "16:10", "16:9", "21:9" };
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glm::vec2 FrameBuffer::aspect_ratio_size[5] = { glm::vec2(4.f,3.f), glm::vec2(3.f,2.f), glm::vec2(16.f,10.f), glm::vec2(16.f,9.f) , glm::vec2(21.f,9.f) };
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const char* FrameBuffer::resolution_name[5] = { "720", "1080", "1200", "1440", "2160" };
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@@ -131,15 +139,19 @@ void FrameBuffer::init()
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// attach the 2D texture to intermediate FBO (intermediate_framebufferid_)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
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// Log::Info("New FBO %d Multi Sampling ", framebufferid_);
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#ifdef FRAMEBUFFER_DEBUG
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g_printerr("New FBO %d Multi Sampling ", framebufferid_);
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#endif
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}
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else {
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// direct attach the 2D texture to FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
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// Log::Info("New FBO %d Single Sampling ", framebufferid_);
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#ifdef FRAMEBUFFER_DEBUG
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g_printerr("New FBO %d Single Sampling ", framebufferid_);
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#endif
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}
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checkFramebufferStatus();
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@@ -157,6 +169,11 @@ FrameBuffer::~FrameBuffer()
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glDeleteTextures(1, &textureid_);
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if (intermediate_textureid_)
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glDeleteTextures(1, &intermediate_textureid_);
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#ifdef FRAMEBUFFER_DEBUG
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GLint framebufferMemoryInKB = ( width() * height() * 5 ) / 1024;
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g_printerr("Framebuffer deleted %d x %d, %d kB freed\n", width(), height(), framebufferMemoryInKB);
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#endif
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}
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@@ -329,10 +346,68 @@ void FrameBuffer::checkFramebufferStatus()
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Log::Warning(" GL_FRAMEBUFFER_UNDEFINED is returned if target is the default framebuffer, but the default framebuffer does not exist.");
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break;
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case GL_FRAMEBUFFER_COMPLETE:
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//#ifndef NDEBUG
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// g_print("Framebuffer created %d x %d\n", width(), height());
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//#endif
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break;
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{
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static int meminfomode = -1;
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// first time check which way to get memory info
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if (meminfomode<0) {
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meminfomode = 0;
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GLint numExtensions = 0;
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glGetIntegerv( GL_NUM_EXTENSIONS, &numExtensions );
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for (int i = 0; i < numExtensions; ++i){
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const GLubyte *ccc = glGetStringi(GL_EXTENSIONS, i);
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if ( strcmp( (const char*)ccc, "GL_NVX_gpu_memory_info") == 0 ){
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meminfomode = 1;
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break;
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}
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else if ( strcmp( (const char*)ccc, "GL_ATI_meminfo") == 0 ){
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meminfomode = 2;
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break;
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}
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}
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}
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GLint framebufferMemoryInKB = ( width() * height() * 5 ) / 1024;
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// NVIDIA
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if (meminfomode == 1) {
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static GLint nTotalMemoryInKB = -1;
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if (nTotalMemoryInKB<0)
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glGetIntegerv( GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX, &nTotalMemoryInKB );
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GLint nCurAvailMemoryInKB = 0;
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glGetIntegerv( GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX, &nCurAvailMemoryInKB );
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if ( nCurAvailMemoryInKB < framebufferMemoryInKB )
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Log::Warning("Cannot allocate frame buffer: only %d kB GPU RAM remaining on the %d kB available (%d %%).",
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nCurAvailMemoryInKB, nTotalMemoryInKB, int(float(nCurAvailMemoryInKB) / float(nTotalMemoryInKB) * 100.f ) );
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#ifdef FRAMEBUFFER_DEBUG
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else
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g_printerr("Framebuffer created %d x %d, %d kB allocated (%d kB remaining on %d kB)\n", width(), height(), framebufferMemoryInKB, nCurAvailMemoryInKB, nTotalMemoryInKB);
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#endif
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}
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// ATI
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else if (meminfomode == 2) {
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GLint nCurAvailMemoryInKB = 0;
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glGetIntegerv( GL_TEXTURE_FREE_MEMORY_ATI, &nCurAvailMemoryInKB );
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if ( nCurAvailMemoryInKB < framebufferMemoryInKB )
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Log::Warning("Cannot allocate frame buffer: only %d kB GPU RAM remaining.", nCurAvailMemoryInKB );
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#ifdef FRAMEBUFFER_DEBUG
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else
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g_printerr("Framebuffer created %d x %d, %d kB allocated (%d kB remaining)\n", width(), height(), framebufferMemoryInKB, nCurAvailMemoryInKB);
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#endif
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}
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#ifdef FRAMEBUFFER_DEBUG
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else
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g_printerr("Framebuffer created %d x %d, %d kB allocated\n", width(), height(), framebufferMemoryInKB);
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#endif
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}
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break;
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}
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}
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