Switching between graphics cards Nvidia or ATI in OpenCV - opencv

I'm going to run my project on servers with a lot of ATI and NVidia Tesla. How can I optimize the use of graphics cards? Can I choose the specific video card when I start the instance application?

Depending on your definition of "specific":
If you just want to select between NVIDIA and AMD, you can use CL_PLATFORM_VENDOR with clGetPlatformInfo and look for "AMD" or "NVIDIA".
If you want to get back to a specific GPU you've used before, you can use CL_DEVICE_VENDOR_ID with clGetDeviceInfo and compare the saved value.
Sometimes those are the same in a dual-GPU installation. Use vendor extensions to get more specific (see Associating OpenCL device ids with GPU).

Related

Vulkan API : max MSAA samples supported is VK_SAMPLE_COUNT_8_BIT

I am writing Vulkan API based renderer. Currently I am trying to add MSAA for color attachment.
I was pretty sure I could use VK_SAMPLE_COUNT_16_BIT ,but limits.framebufferColorSampleCounts returns bit flags that allow MSAA level up to VK_SAMPLE_COUNT_8_BIT (inclusive)
I run on a brand new NVIDIA QUADRO RTX 3000 card. I also use latest NVIDIA driver: 441.28
I checked the limits in OpenGL and GPU caps viewer shows
GL_MAX_FRAMEBUFFER_SAMPLES = 32
How does it make sense? is the limit dictated by the Vulkan API only? And if the hardware doesn't support more than x8 then does it mean OpenGL driver simulates it on CPU, e.g via stuff like supersampling? That's what I was said by several rendering developers at khronosdev.slack ? Does it make sense? Doesn't a vendor have to compile with the standard and either implement MSAA the right way or not to implement at all?
Is that possible that OpenGL doesn't "really" support more than x8 MSAA ,but the drivers simulate it via stuff like supersampling?
UPDATE
This page explains the whole state of MSAA implmentation for OpenGL and actually it becomes clear from it why Vulkan doesn't provide more than x8 samples on my card. Here is the punch line:
Some NVIDIA drivers support multisample modes which are internally
implemented as a combination of multisampling and automatic
supersampling in order to obtain a higher level of anti-aliasing than
can be directly supported by hardware.
framebufferColorSampleCounts is flags, not a count. See this enum for the values: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkSampleCountFlagBits.html
15 offers VK_SAMPLE_COUNT_1_BIT, VK_SAMPLE_COUNT_2_BIT, VK_SAMPLE_COUNT_4_BIT or VK_SAMPLE_COUNT_8_BIT.
This answers why you get 15, rather than a power of two, but it still begs the question why the NVidia driver is limiting you more than the OpenGL driver. Perhaps a question for the NVidia forums. You should double-check that your driver is up to date and that you're actually picking your NVidia card and not an integrated one.
I've also come across a similar problem (not Vulkan though, but OpenGL, but also NVidia): on my NVidia GeForce GTX 750 Ti, the Linux driver nvidia reports GL_MAX_SAMPLES=32, but anything higher than 8 samples results in ugly blurring of everything including e.g. text, even with glDisable(GL_MULTISAMPLING) for all rendering.
I remember seeing the same blurring problems when I enabled FXAA globally (via nvidia-settings --assign=fxaa=1) and ran KWin (KDE's compositing window manager) with this setting on. So I suspect this behavior with samples>=9 is because the driver enables FXAA in addition to (or instead of) MSAA.

Direct2D versus Direct3D for digital video rendering

I need to render video from multiple IP cameras into several controls within the client application.
On top of the video, I should be able to add some OSD such as timestamp and camera name.
What I'm trying to do has nothing to do with 3D since we're talking about digital video with some text on it.
Which API is more suitable for this purpose? Direct3D or Direct2D?
Performance should also be a consideration here.
It used to be that Direct2D was a poor choice for Windows Phone (if you care about that system) because it wasn't supported, but Win Phone 8.1 has it now, so less of an issue.
My experience with D2D was that it offered fast, high quality 2D rendering, and I would say it is a good choice.
You might want to take a look at this article on Code Project. That looks appropriate for your purposes.
If you are certain you only need MS system support, then you're all set.
Another way to go would be a cross platform system like nanovg, which offers nice 2D rendering and would work on a Mac. Of course, you'd need to figure out how to do the video part on non windows systems.
Regarding D3D, you could certainly do it that way, but my guess would be it would make some things trickier to do. Don't forget you can combine the two as well...

How do I detect the DirectX shader model above v3 supported by a graphics card?

I am writing a small utility that reports system capabilities. One is the highest shader model supported by the installed graphics card, and I am currently detecting this using Direct3D 9.0c's device capabilities and checking the VertexShaderVersion and PixelShaderVersion fields of the D3DCAPS9 structure.
HRESULT hrDCaps = poD3D9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &oCaps);
if (!FAILED(hrDCaps)) {
// Pixel and vertex shader model versions. Use the minimum number of each for "the" shader model version
const int iVertexShaderModel = D3DSHADER_VERSION_MAJOR(oCaps.VertexShaderVersion);
const int iPixelShaderModel = D3DSHADER_VERSION_MAJOR(oCaps.PixelShaderVersion);
However, both these values return shader model 3 even for cards that support higher models. Here is what GPU-Z returns for the same card, for example:
This question indicates that DX9 will never report more than SM3 even on cards that support a higher model, but doesn't actually mention how to solve it.
How do I accurately get the shader model supported by the installed card? That is, the card capabilities, not the installed DirectX driver capabilities.
The utility has to run on Windows 2000 and above, and work on systems where a graphics card and even DirectX are not installed. I am currently dynamically loading DX9, so on those systems the check gracefully fails (which is ok.) But I am seeking a similar solution: something that will still run on all systems, and work correctly (detect the SM version) on most systems.
Edit - purpose: I am not using this code to dynamically change features of a program, ie select shaders. I am using it to report hardware capabilities as a 'ping' to a server, which is used to we have a good idea of typical hardware that our customers use, which can inform future product decisions. (For example: how many customers have SM4 or above? How many are using a 64-bit OS? Etc.) This is why either (a) gracefully failing, so we know it failed, or (b) getting an accurate shader model number are the two preferred modes.
Edit - answers so far: The answer below by SigTerm suggests instantiating DirectX 11, 10.1, 10, and 9.0c in order, and basing the reported shader model on which version instantiated without failures (shader model 5, 4.1, 4, and DXCAPS in that order.) If possible, I'd appreciate a code example of the DX11 and 10 ways to do this.
This may not be a reliable solution. For example, I am running Windows on a VMWare Fusion virtual machine on OSX. The Fusion drivers report DX11 in DxDiag, yet I know from the Fusion tech specs that it only supports DX9.0c and shader model 3. Still, with this exception, this method seems the best way so far.
version 4 is only supported on Direct3D10. Therefore, D3D9 api won't report it. Use D3D10/D3D11 api to detect higher version.
something that will still run on all systems, and work correctly (detect the SM version) on most systems.
Attempt to initialize D3D10/D3D11 to check functionality, if it fails init D3D9. Use LoadLibrary + GetProcAddress to load D3D10 functions, because if you link with D3D10 using .lib file, your application will fail to start if d3d10 is missing.
Or use OpenGL and try to map capabilities reported by OpenGL to D3D capabilities (probably a very bad idea).
Or build GPU database and use that.
where a graphics card and even DirectX are not installed.
I think you're asking for the impossible, because shaders are provided by DirectX, and the driver/GPU might not even have a concept of a "shader model" under the hood. In this case the only way to detect capabilites will be to make GPU database of some sort, detect installed devices, and return answer from database. This won't be relabile, of course.
Here is a link about DirectX versions and supported shader models.

D3D9 Application not working w/ Intel HD Graphics

I've inherited an application that uses D3D9 to display graphics full screen on monitor #2. The application works properly on a desktop machine with a GeForce 9500 GT. When I attempt to get the application running on a laptop equipped with onboard Intel HD Graphics, all of the graphics are not displayed. One of the vertex buffers is drawn but the rest are black.
I'm not very familiar with D3D, so I'm not sure where to begin debugging this problem. I've been doing some searching but haven't been able to turn anything up.
Update:
Drawing simple vertex buffers with only 2 triangles works, but anything more complex doesn't.
My gut feeling is likely the supported shader models for the given GPU.
Generally it is good practice to query the gfx card to see what it can support.
There is also a chance it could be specific D3D API functionality - you see this more so with switching between say GeForce & ATI(AMD), but of course also possible with Intel being its own vendor; but I would start by querying supported shaders.
For D3D9 you use IDirect3D9::GetDeviceCaps to query the gfx device.
links:
Post here: https://gamedev.stackexchange.com/questions/22705/how-can-i-check-for-shader-model-3-support
http://msdn.microsoft.com/en-us/library/bb509626%28VS.85%29.aspx
DirectX also offer functionality to create features for a given device level:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876%28v=vs.85%29.aspx
Solution #1:
Check every error code for every D3D9 call. Use DXGetErrorString9 and DXGetErrorDescription9 to get human-readable translation of error code. See DirectX documentation for more info. When you finally encounter a call that returns something other thant D3D_OK, investigate DirectX documentation for the call.
Solution #2:
Install debug DirectX drivers (should be included with DirectX SDK), examine debug messages process outputs while being run (messages are being printed using OutputDebugMessage, so you'll only see then in debugger/IDE). With high debug settings, you'll see every single problem in your app.

IDirect3D9::GetAdapterCount wont find my second video card

My laptop has two video cards, a high powered NVIDIA one and an onboard Intel one. When I call IDirect3D9::GetAdapterCount however, it only finds the onboard Intel one, probably because the high powered one is being hidden.
I'm able to go into my laptop settings and tell it 'force choose' the NVIDIA card, and then it works, but this is not an acceptable solution for my end-users. I've also noticed that when I run Battlefield3, it's able to properly find the NVIDIA card even without 'force choose' enabled. Maybe there's a special white-list that has Battlefield listed? Or some other secret method?
Any ideas how to acquire that elusive card?
Are you sure the intel chip is enumeratable? Quite often its not. By sticking in a discrete GPU the sandybridge (and older) chipset is generally disabled. You probably want to check the Nvidia optimus test tool.
GetAdapterCount will actually returns count of the monitors in system, not videocards. And as far as I know there is no way to force choose it programmatically.
If you talking about nVidia optimus technology, it choose videochip using driver settings.

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