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Don’t Throw it all Away: Efficient
Buffer Management
John McDonald
Developer Technology, NVIDIA Corporation
What are we talking about?
● General Performance/Functional Guidance
● CPU-GPU Sync Points
● Buffer Usage Patterns
● Contention-Free Buffers
● Constant Buffers
● Performance Investigation
“Buffers” is really generic…
● Vertex Buffers
● Index Buffers
● Constant Buffers
General Guidance
General Guidance
● D3D11 >> D3D9 (generally)
● It’s much harder to hit the ultra-slow path (aka CPU-
GPU Sync Points)
● Reduce your API calls where possible
● Batch up buffer updates
● Alignment matters! (16-byte, please)
● Aligned copies can be ~30x faster
More General Guidance
● D3D11Device will grab a mutex for you, but each
DeviceContext can only be called from one
thread at a time
● This is the source of many crashes blamed on the driver
● UpdateSubresource requires more CPU time
● When possible, prefer Map/Unmap
● D3D11 Debug Runtime is awesome!
● Please use it, ensure you are running clean
CPU-GPU Sync Points
CPU-GPU Sync Points
● CPU-GPU Sync Points are caused when the CPU
needs the GPU to complete work before an API
call can return
● These make us sad
CPU-GPU sync point examples
● Explicit
● Spin-lock waiting for query results
● Readback of Framebuffer you just rendered to
● Implicit (potential sync points)
● GPU Memory Allocation after Deallocation
● Buffer Rename operation (MAP_DISCARD) after
deallocation
● Immediate update of a buffer still in use
Why are they bad?
● Ideal frame time should be max(CPU time, GPU
time)
● CPU-GPU Sync point turns this into CPU Time +
GPU Time.
Ideal
GPU
CPU
With Sync point
Presents Presents
Really? That bad?
● One bad sync point can halve your frame rate
● Even worse: the more sync points you have, the
harder they are to find.
● Performance will just seem generally slow
● The badness depends, in part, on where in the
frame the sync-point occurs
● Generally, the later the sync point, the worse it is
● Early sync-points are also bad if your workload is very
lopsided towards either the CPU or the GPU
Check your middleware
● Middleware is generally written in a vacuum
● What works best in the small might not scale well
● Especially check for CPU-GPU sync points
A quick D3D9 interlude
● CPU-GPU sync points are trivial to introduce in
D3D9
● Locking any buffer in D3D9 with flags=0 is a
virtually guaranteed CPU-GPU Sync point if that
buffer is still in use. 
Buffer Usage Patterns
Buffer Usage Patterns
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
- Level BSPs
- Character Geometry
- UI, Text (New!)
- Particle Systems (Streaming)
- Shader Parameters
“Forever” Buffers
● Useful for geometry that is loaded
once
● Ex: Level BSPs, loaded behind a load
screen
● Don’t use this for streaming data
● Hitching during allocation is possible/likely
● IMMUTABLE flag at creation time
● Cannot update these!
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
Long Lived Buffers
● Data that is streamed in from disk,
but is expected to last for “awhile”
● Ex: Character geometry
● Reuse these; stream into them
● DEFAULT flag at creation time
● UpdateSubresource to update
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
Temporary buffers
● Fire-and-forget data
● E.g. Particle systems
● Almost certainly lives in system
RAM
● DYNAMIC flag at create time
● Prefer Map/Unmap to update these
● UpdateSubresource involves an extra copy
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
Constant Buffers
● These are different than other
buffers in D3D11.
● The GPU can deal with many of
them in flight at once
● Create with DYNAMIC
● Map/DISCARD to Update
● More on these in a bit
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
We skipped one…
● Transient Buffers
● New informal class of Buffer
● Used for (e.g.) UI/Text
● Things that are dynamic, but few vertices each—and
may need to be updated on odd schedules
● DYNAMIC flag at creation time
● Transient Buffers are part of a new class of
buffer…
Contention-Free Buffers
Transient Buffer Overview
● Treat Buffer as a Memory Heap,
with a twist
● On CPU, Freed memory available now
● On GPU, Freed memory is available
when GPU is finished with it
● Assume memory is in use until told otherwise
● Determine when GPU must be finished with Freed
memory, then return to the “really free” list
UpdatesMoreOften
“Forever”
Long Lived
Transient
Temporary
Constants
CTransientBuffer
● On Alloc, walk a Free list
looking for best fit
● Data is updated using
Map/NO_OVERWRITE
● Return opaque, immutable
handle
● On Free, record that chunk
was freed—into
RetiredFrames.back()
● Just after present, an
“OnPresent” function is
called
class CTransientBuffer
{
ID3D11Buffer* mBuffer;
UINT mLengthBytes;
ID3D11Device* mOwner;
vector<CSubAlloc> mFreeList;
list<RetiredFrame> mRetiredFrames;
public:
CSubAlloc* Alloc(UINT, void*,
ID3D11DeviceContext*);
void Free(CSubAlloc*);
void OnPresent(ID3D11DeviceContext*);
CTransientBuffer Guts
class CTransientBuffer
{
ID3D11Buffer* mBuffer;
UINT mLengthBytes;
ID3D11Device* mOwner;
vector<CSubAlloc> mFreeList;
list<RetiredFrame> mRetiredFrames;
public:
CSubAlloc* Alloc(UINT, void*,
ID3D11DeviceContext*);
void Free(CSubAlloc*);
void OnPresent(ID3D11DeviceContext*);
...
struct RetiredFrame
{
list<CSubAlloc*> mPendingFrees;
ID3D11Query* mFrameCompleteQuery;
};
class CSubAlloc
{
UINT mOffset;
UINT mLength;
...
CTransientBuffer::OnPresent
void CTransientBuffer::OnPresent(ID3D11DeviceContext* _dc)
{
// First, deal with deletes from this frame
RetiredFrame& retFrame = mRetiredFrames.back();
if (!retFrame.mPendingFrees.empty()) {
retFrame.mFrameCompleteQuery = CreateAndIssueEventQuery(_dc);
// Append a new (empty) RetiredFrame to mRetiredFrames
mRetiredFrames.push_back(RetiredFrame());
}
// Second, return pending frees to mFreeList
CTransientBuffer::OnPresent
// Second, return pending frees to mFreeList
FOREACH(frameIt, mRetiredFrames) {
auto query = frameIt->mFrameCompleteQuery;
if (!(query && IsQueryComplete(query)))
break;
FOREACH(suballocIt, frameIt->mPendingFrees) {
ReallyFree(*subAllocIt);
}
}
}
CTransientBuffer Visualized
Free List Retired Frames
CTransientBuffer Visualized
Free List Retired Frames
Allocating four
Buffers
CTransientBuffer Visualized
Free List Retired Frames
Nothing
CTransientBuffer Visualized
Free List Retired Frames
Deallocating
Yellow and Green
EQ
CTransientBuffer Visualized
Free List Retired Frames
EvEEEVEentE
Deallocating
Yellow and Green
EQ
CTransientBuffer Visualized
Free List Retired Frames
EQ Returns for
Retired Frame
CTransientBuffer: Handling OOM
● Ways to handle Out of Memory on Alloc:
● Spin-lock waiting for RetiredFrame Queries to return
● Allocate a new, larger buffer
● Release current buffer
● Requires a system memory copy to initially fill new buffer
● These will (probably) stall
● But in your code
● can be easily logged -and/or-
● Recorded to adjust and avoid for subsequent runs
Transient Buffer Pattern
● Works in D3D9 as well
● Can be extended and simplified to contention-
free Temporary Buffers, too!
● Let’s take a quick look at that.
Discard-Free Temporary Buffers
● Allocate out of Buffer as a circular buffer
● No opaque handle needed
● Remember ending address of the last allocation
● Per frame: Assuming any allocations, issue query
● Later: When query returns, move the end pointer
to indicate additional available space
● Credit: Blizzard’s StarCraft 2 Team (thanks!)
Discard-Free Temp Buffer Visualized
Start Retired FramesEnd
Start State
Discard-Free Temp Buffer Visualized
Start Retired Frames
NextEnd
End
Allocate some
stuff
Discard-Free Temp Buffer Visualized
Start Retired Frames
NextEnd
End
Go on…
NextEnd
Discard-Free Temp Buffer Visualized
Start Retired Frames
NextEnd
End
Queries start to
return…
NextEnd
Discard-Free Temp Buffer Visualized
Start Retired Frames
NextEnd
End
etc…
NextEnd
Discard-Free Temp Buffer Visualized
Start Retired Frames
NextEnd
End
etc…
NextEnd
Constant Buffers
Constant Buffer Organization
● Group by frequency of update
● The cheapest buffers are the ones you never
update
● You can bind multiple buffers in one call (Reduce
those API calls!)
Proposed Buffer Grouping
● Assuming you are not vertex shading limited
● Don’t solve the travelling salesman in your VS
● Seriously: this isn’t common
Multiple Constant Buffers
● One for per-frame constants (GI values, lights)
● One for per-camera constants (ViewProj matrix,
camera position in world, RT dimensions)
oPos = in.Position
* cWorldViewPos;
oPos = in.Position
* cWorld
* cViewPos;
^
One extra 3x3 matrix
multiply in the VS.
No biggie.
Old HLSL New HLSL
Multiple Constant Buffers cont’d
● One for per-object constants (World matrix,
dynamic material properties, etc)
● One for per-material constants (if these are
shared—if not then drop them
in with per-object constants)
● Splitting constants this way
eliminates constant updates
for static objects.
Constant Buffer Tricks
● Use shared structs to update when possible
● Struct can be included from both hlsl and C++
● Makes buffer updates trivial!
● Assign them to slots by convention:
● b0: Per-Frame, b1: Per-Camera, etc
● Slot assignment can live in shared header, too.
Performance Investigations
Performance Investigation
● Scene from a Typical D3D11 Application
(unreleased)
● 115 Dynamic Vertex Buffer Updates (particles) per
frame
● Total Time: 4.36ms / frame
Per- Call Frame
Map/Unmap 0.036 ms 3.79 ms
Memcpy ~0.004 ms 0.4 ms
Let’s buffer the updates
● All Dynamic Updates during one update
● 1 Map per frame (using MAP_DISCARD)
● Still 115 memcpys (I’m lazy)
● Total Time: 0.267ms / frame (savings: 4.1ms!)
Per- Call Frame
Map/Unmap 0.036 ms 0.036 ms
Memcpy ~0.002 ms 0.231 ms
Buffered update, no discards
● One update into a triple buffer
● 1 Map per frame (using MAP_NOOVERWRITE)
● Still 115 memcpys (I’m still lazy)
● Total Time: 0.217ms / frame (savings: 4.15ms)
● Bonus: No hitching ever
● Downside: 3x the memory
Per- Call Frame
Map/Unmap 0.031 ms 0.031 ms
Memcpy ~0.002 ms 0.231 ms
Performance Results
● Reducing API usage was a huge CPU-side savings
(4.09 ms). GPU Perf Unaffected
● Discard-Free updates were marginally faster still—
but would never hitch.
Total Frame Time
Original 4.360 ms
Buffered Updates 0.267 ms
Discard-Free 0.217 ms
GPUView
● Covered by Jon Story earlier today
● Hopefully you caught it!
● Great for finding CPU-GPU sync points
Questions?
● jmcdonald at nvidia dot com
Nifty Buffer Summary Table
Type Usage (e.g) Create Flag Update Method
“Forever” Level BSPs IMMUTABLE Cannot Update
Long-Lived Characters DEFAULT UpdateSubResource
Transient UI/Text DYNAMIC CTransientBuffer
Temporary Particles DYNAMIC Map/NO_OVERWRITE
Constant Material Props DYNAMIC Map/DISCARD

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Efficient Buffer Management

  • 1. Don’t Throw it all Away: Efficient Buffer Management John McDonald Developer Technology, NVIDIA Corporation
  • 2. What are we talking about? ● General Performance/Functional Guidance ● CPU-GPU Sync Points ● Buffer Usage Patterns ● Contention-Free Buffers ● Constant Buffers ● Performance Investigation
  • 3. “Buffers” is really generic… ● Vertex Buffers ● Index Buffers ● Constant Buffers
  • 5. General Guidance ● D3D11 >> D3D9 (generally) ● It’s much harder to hit the ultra-slow path (aka CPU- GPU Sync Points) ● Reduce your API calls where possible ● Batch up buffer updates ● Alignment matters! (16-byte, please) ● Aligned copies can be ~30x faster
  • 6. More General Guidance ● D3D11Device will grab a mutex for you, but each DeviceContext can only be called from one thread at a time ● This is the source of many crashes blamed on the driver ● UpdateSubresource requires more CPU time ● When possible, prefer Map/Unmap ● D3D11 Debug Runtime is awesome! ● Please use it, ensure you are running clean
  • 8. CPU-GPU Sync Points ● CPU-GPU Sync Points are caused when the CPU needs the GPU to complete work before an API call can return ● These make us sad
  • 9. CPU-GPU sync point examples ● Explicit ● Spin-lock waiting for query results ● Readback of Framebuffer you just rendered to ● Implicit (potential sync points) ● GPU Memory Allocation after Deallocation ● Buffer Rename operation (MAP_DISCARD) after deallocation ● Immediate update of a buffer still in use
  • 10. Why are they bad? ● Ideal frame time should be max(CPU time, GPU time) ● CPU-GPU Sync point turns this into CPU Time + GPU Time. Ideal GPU CPU With Sync point Presents Presents
  • 11. Really? That bad? ● One bad sync point can halve your frame rate ● Even worse: the more sync points you have, the harder they are to find. ● Performance will just seem generally slow ● The badness depends, in part, on where in the frame the sync-point occurs ● Generally, the later the sync point, the worse it is ● Early sync-points are also bad if your workload is very lopsided towards either the CPU or the GPU
  • 12. Check your middleware ● Middleware is generally written in a vacuum ● What works best in the small might not scale well ● Especially check for CPU-GPU sync points
  • 13. A quick D3D9 interlude ● CPU-GPU sync points are trivial to introduce in D3D9 ● Locking any buffer in D3D9 with flags=0 is a virtually guaranteed CPU-GPU Sync point if that buffer is still in use. 
  • 15. Buffer Usage Patterns UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants - Level BSPs - Character Geometry - UI, Text (New!) - Particle Systems (Streaming) - Shader Parameters
  • 16. “Forever” Buffers ● Useful for geometry that is loaded once ● Ex: Level BSPs, loaded behind a load screen ● Don’t use this for streaming data ● Hitching during allocation is possible/likely ● IMMUTABLE flag at creation time ● Cannot update these! UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants
  • 17. Long Lived Buffers ● Data that is streamed in from disk, but is expected to last for “awhile” ● Ex: Character geometry ● Reuse these; stream into them ● DEFAULT flag at creation time ● UpdateSubresource to update UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants
  • 18. Temporary buffers ● Fire-and-forget data ● E.g. Particle systems ● Almost certainly lives in system RAM ● DYNAMIC flag at create time ● Prefer Map/Unmap to update these ● UpdateSubresource involves an extra copy UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants
  • 19. Constant Buffers ● These are different than other buffers in D3D11. ● The GPU can deal with many of them in flight at once ● Create with DYNAMIC ● Map/DISCARD to Update ● More on these in a bit UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants
  • 20. We skipped one… ● Transient Buffers ● New informal class of Buffer ● Used for (e.g.) UI/Text ● Things that are dynamic, but few vertices each—and may need to be updated on odd schedules ● DYNAMIC flag at creation time ● Transient Buffers are part of a new class of buffer…
  • 22. Transient Buffer Overview ● Treat Buffer as a Memory Heap, with a twist ● On CPU, Freed memory available now ● On GPU, Freed memory is available when GPU is finished with it ● Assume memory is in use until told otherwise ● Determine when GPU must be finished with Freed memory, then return to the “really free” list UpdatesMoreOften “Forever” Long Lived Transient Temporary Constants
  • 23. CTransientBuffer ● On Alloc, walk a Free list looking for best fit ● Data is updated using Map/NO_OVERWRITE ● Return opaque, immutable handle ● On Free, record that chunk was freed—into RetiredFrames.back() ● Just after present, an “OnPresent” function is called class CTransientBuffer { ID3D11Buffer* mBuffer; UINT mLengthBytes; ID3D11Device* mOwner; vector<CSubAlloc> mFreeList; list<RetiredFrame> mRetiredFrames; public: CSubAlloc* Alloc(UINT, void*, ID3D11DeviceContext*); void Free(CSubAlloc*); void OnPresent(ID3D11DeviceContext*);
  • 24. CTransientBuffer Guts class CTransientBuffer { ID3D11Buffer* mBuffer; UINT mLengthBytes; ID3D11Device* mOwner; vector<CSubAlloc> mFreeList; list<RetiredFrame> mRetiredFrames; public: CSubAlloc* Alloc(UINT, void*, ID3D11DeviceContext*); void Free(CSubAlloc*); void OnPresent(ID3D11DeviceContext*); ... struct RetiredFrame { list<CSubAlloc*> mPendingFrees; ID3D11Query* mFrameCompleteQuery; }; class CSubAlloc { UINT mOffset; UINT mLength; ...
  • 25. CTransientBuffer::OnPresent void CTransientBuffer::OnPresent(ID3D11DeviceContext* _dc) { // First, deal with deletes from this frame RetiredFrame& retFrame = mRetiredFrames.back(); if (!retFrame.mPendingFrees.empty()) { retFrame.mFrameCompleteQuery = CreateAndIssueEventQuery(_dc); // Append a new (empty) RetiredFrame to mRetiredFrames mRetiredFrames.push_back(RetiredFrame()); } // Second, return pending frees to mFreeList
  • 26. CTransientBuffer::OnPresent // Second, return pending frees to mFreeList FOREACH(frameIt, mRetiredFrames) { auto query = frameIt->mFrameCompleteQuery; if (!(query && IsQueryComplete(query))) break; FOREACH(suballocIt, frameIt->mPendingFrees) { ReallyFree(*subAllocIt); } } }
  • 28. CTransientBuffer Visualized Free List Retired Frames Allocating four Buffers
  • 29. CTransientBuffer Visualized Free List Retired Frames Nothing
  • 30. CTransientBuffer Visualized Free List Retired Frames Deallocating Yellow and Green EQ
  • 31. CTransientBuffer Visualized Free List Retired Frames EvEEEVEentE Deallocating Yellow and Green EQ
  • 32. CTransientBuffer Visualized Free List Retired Frames EQ Returns for Retired Frame
  • 33. CTransientBuffer: Handling OOM ● Ways to handle Out of Memory on Alloc: ● Spin-lock waiting for RetiredFrame Queries to return ● Allocate a new, larger buffer ● Release current buffer ● Requires a system memory copy to initially fill new buffer ● These will (probably) stall ● But in your code ● can be easily logged -and/or- ● Recorded to adjust and avoid for subsequent runs
  • 34. Transient Buffer Pattern ● Works in D3D9 as well ● Can be extended and simplified to contention- free Temporary Buffers, too! ● Let’s take a quick look at that.
  • 35. Discard-Free Temporary Buffers ● Allocate out of Buffer as a circular buffer ● No opaque handle needed ● Remember ending address of the last allocation ● Per frame: Assuming any allocations, issue query ● Later: When query returns, move the end pointer to indicate additional available space ● Credit: Blizzard’s StarCraft 2 Team (thanks!)
  • 36. Discard-Free Temp Buffer Visualized Start Retired FramesEnd Start State
  • 37. Discard-Free Temp Buffer Visualized Start Retired Frames NextEnd End Allocate some stuff
  • 38. Discard-Free Temp Buffer Visualized Start Retired Frames NextEnd End Go on… NextEnd
  • 39. Discard-Free Temp Buffer Visualized Start Retired Frames NextEnd End Queries start to return… NextEnd
  • 40. Discard-Free Temp Buffer Visualized Start Retired Frames NextEnd End etc… NextEnd
  • 41. Discard-Free Temp Buffer Visualized Start Retired Frames NextEnd End etc… NextEnd
  • 43. Constant Buffer Organization ● Group by frequency of update ● The cheapest buffers are the ones you never update ● You can bind multiple buffers in one call (Reduce those API calls!)
  • 44. Proposed Buffer Grouping ● Assuming you are not vertex shading limited ● Don’t solve the travelling salesman in your VS ● Seriously: this isn’t common
  • 45. Multiple Constant Buffers ● One for per-frame constants (GI values, lights) ● One for per-camera constants (ViewProj matrix, camera position in world, RT dimensions) oPos = in.Position * cWorldViewPos; oPos = in.Position * cWorld * cViewPos; ^ One extra 3x3 matrix multiply in the VS. No biggie. Old HLSL New HLSL
  • 46. Multiple Constant Buffers cont’d ● One for per-object constants (World matrix, dynamic material properties, etc) ● One for per-material constants (if these are shared—if not then drop them in with per-object constants) ● Splitting constants this way eliminates constant updates for static objects.
  • 47. Constant Buffer Tricks ● Use shared structs to update when possible ● Struct can be included from both hlsl and C++ ● Makes buffer updates trivial! ● Assign them to slots by convention: ● b0: Per-Frame, b1: Per-Camera, etc ● Slot assignment can live in shared header, too.
  • 49. Performance Investigation ● Scene from a Typical D3D11 Application (unreleased) ● 115 Dynamic Vertex Buffer Updates (particles) per frame ● Total Time: 4.36ms / frame Per- Call Frame Map/Unmap 0.036 ms 3.79 ms Memcpy ~0.004 ms 0.4 ms
  • 50. Let’s buffer the updates ● All Dynamic Updates during one update ● 1 Map per frame (using MAP_DISCARD) ● Still 115 memcpys (I’m lazy) ● Total Time: 0.267ms / frame (savings: 4.1ms!) Per- Call Frame Map/Unmap 0.036 ms 0.036 ms Memcpy ~0.002 ms 0.231 ms
  • 51. Buffered update, no discards ● One update into a triple buffer ● 1 Map per frame (using MAP_NOOVERWRITE) ● Still 115 memcpys (I’m still lazy) ● Total Time: 0.217ms / frame (savings: 4.15ms) ● Bonus: No hitching ever ● Downside: 3x the memory Per- Call Frame Map/Unmap 0.031 ms 0.031 ms Memcpy ~0.002 ms 0.231 ms
  • 52. Performance Results ● Reducing API usage was a huge CPU-side savings (4.09 ms). GPU Perf Unaffected ● Discard-Free updates were marginally faster still— but would never hitch. Total Frame Time Original 4.360 ms Buffered Updates 0.267 ms Discard-Free 0.217 ms
  • 53. GPUView ● Covered by Jon Story earlier today ● Hopefully you caught it! ● Great for finding CPU-GPU sync points
  • 54. Questions? ● jmcdonald at nvidia dot com
  • 55. Nifty Buffer Summary Table Type Usage (e.g) Create Flag Update Method “Forever” Level BSPs IMMUTABLE Cannot Update Long-Lived Characters DEFAULT UpdateSubResource Transient UI/Text DYNAMIC CTransientBuffer Temporary Particles DYNAMIC Map/NO_OVERWRITE Constant Material Props DYNAMIC Map/DISCARD