So I've been playing around with SlimDX for quite a while now,
and experienced some issues with big STL files.
While on OpenGL they load without flinching I get down to 1-2 FPS an soon as I load files of about 100mb (same issues with multiple files) in SharpGL. Did I miss anything, or is there anything I am simply doing not right at all ?
Edit: Just to specify my question: is performance with SlimDX on 1.000.000+ vertices always that poor ?
Edit: I know, that using an index buffer would be more efficient, as well as I know that CullingMode.None isn't really a FPS-Saver, but in the OpenGL test I've even used two sided lighting and a bit of smoothing, which should be as hard as creating (in the worst case) 3 times as many points as necessary.
Edit: Out of curiosity I modified the code to include an indexBuffer, and it really did have some impact on the FPS, I am validating this right now
BasicFramework.cs
#region Using Statements
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Texture2D = SlimDX.Direct3D11.Texture2D;
#endregion
namespace SlimDX_Evaluation
{
public abstract class BasicFramework : IDisposable
{
#region Membervariables
//Objects
private RenderForm renderForm;
private SwapChain swapChain;
private Factory factory;
private Device device;
private DeviceContext deviceContext;
private Texture2D backBufffer;
private Texture2D depthBuffer;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private TimeSpan lastFrameTime;
private Stopwatch clock;
//Variables
private bool userResized;
private bool isResizing;
#endregion
#region Constructors
/**
* The Constructor initializes the default behavior of the Framework.
* It is not supposed to be replaced, the customization should be done in the Constructor
*/
public BasicFramework() : this("My Title") { }
public BasicFramework(string title)
{
//Create the winForm
renderForm = new RenderForm(title);
renderForm.ClientSize = new System.Drawing.Size(800, 480);
renderForm.MaximizeBox = true;
renderForm.FormBorderStyle = System.Windows.Forms.FormBorderStyle.Sizable;
//Hook into Windows.Forms Event
renderForm.ClientSizeChanged += HandleClientSizeChanged;
//Generate SwapChain
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
new Rational(60, 1),
Format.B8G8R8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
};
Device.CreateWithSwapChain(
DriverType.Hardware,
DeviceCreationFlags.None,
desc,
out device,
out swapChain
);
//Set DeviceContext
deviceContext = device.ImmediateContext;
// prevent DXGI handling of alt+enter,prt scrn, etc which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);
//Generate Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderTargetView = new RenderTargetView(device, backBufffer);
//Generate Depthbuffer and DepthBufferView
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D16_UNorm,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
});
depthStencilView = new DepthStencilView(device, depthBuffer);
//Define Rasterizer
RasterizerStateDescription rasterizerDescription = new RasterizerStateDescription()
{
CullMode = CullMode.None,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = true,
IsFrontCounterclockwise = true,
IsMultisampleEnabled = true,
IsDepthClipEnabled = true,
IsScissorEnabled = false
};
deviceContext.Rasterizer.State = RasterizerState.FromDescription(device, rasterizerDescription);
//Set ViewPort
deviceContext.Rasterizer.SetViewports(new Viewport(
0,
0,
renderForm.Width,
renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//Force recalibration on first load
userResized = true;
}
#endregion
#region Run
public void Run()
{
clock = new Stopwatch();
clock.Start();
this.lastFrameTime = clock.Elapsed;
Initialize();
LoadContent();
MessagePump.Run(renderForm, () =>
{
if (userResized)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
}
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
});
UnloadContent();
}
#endregion
#region MethodsToOverride
public virtual void Update(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void BeginFrame()
{
}
public void EndFrame()
{
swapChain.Present(0, PresentFlags.None); //Presents the image to the user
}
public virtual void Initialize()
{
}
public virtual void LoadContent()
{
}
public virtual void UnloadContent()
{
}
public virtual void Dispose()
{
renderForm.Dispose();
backBufffer.Dispose();
deviceContext.ClearState();
deviceContext.Flush();
device.Dispose();
deviceContext.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
swapChain.Dispose();
}
#endregion
#region Handlers
private void HandleResize(object sender, EventArgs e)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
}
private void HandleClientSizeChanged(object sender, EventArgs e)
{
userResized = true;
}
#endregion
#region GetAndSet
public Device Device
{
get
{
return this.device;
}
}
public DeviceContext DeviceContext
{
get
{
return this.deviceContext;
}
}
public RenderTargetView RenderTargetView
{
get
{
return this.renderTargetView;
}
}
public RenderForm RenderForm
{
get
{
return this.renderForm;
}
}
public DepthStencilView DepthStencilView
{
get
{
return this.depthStencilView;
}
}
#endregion
}
}
SimpleIntegration.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using Buffer = SlimDX.Direct3D11.Buffer;
using System.Diagnostics;
namespace SlimDX_Evaluation
{
class SampleIntegration : BasicFramework
{
#region Members
private VertexShader vertexShader;
private PixelShader pixelShader;
private Buffer constantBuffer;
private VertexBufferBinding vertexBufferBinding_model;
private int vertCount;
private Stopwatch timer;
private long lastFrame;
private int frameCount;
private Matrix view;
private Matrix proj;
private Matrix viewProj;
Matrix worldViewProj;
#endregion
public override void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
//Output FPS
frameCount++;
if (timer.ElapsedMilliseconds - lastFrame >= 1000)
{
Console.WriteLine("FPS: " + frameCount);
lastFrame = timer.ElapsedMilliseconds;
frameCount = 0;
}
worldViewProj = Matrix.Multiply(Matrix.RotationAxis(Vector3.UnitY, timer.ElapsedMilliseconds / 1000.0f), viewProj);
//Update ConstantBuffer
var buffer = new MyConstantBuffer();
buffer.worldViewProj = worldViewProj;
var data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(new MyConstantBuffer()), true, true);
data.Write(buffer);
data.Position = 0;
DeviceContext.UpdateSubresource(new DataBox(0, 0, data),constantBuffer,0);
//Clear
Device.ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.WhiteSmoke);
Device.ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
//Draw
DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
DeviceContext.InputAssembler.SetVertexBuffers(0, vertexBufferBinding_model);
Device.ImmediateContext.Draw(vertCount, 0);
base.Draw(totalRunTime, timeSinceLastFrame);
}
public override void LoadContent()
{
//Initialize the timer
timer = new Stopwatch();
timer.Start();
//Initialize Matrices
view = Matrix.LookAtLH(new Vector3(0, 100, -500), new Vector3(0, 0, 0), Vector3.UnitY);
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, RenderForm.ClientSize.Width / RenderForm.ClientSize.Height, 0.1f, 10000.0f);
viewProj = Matrix.Multiply(view, proj);
//Load Shaders
ShaderBytecode vertexShaderByteCode;
ShaderBytecode pixelShaderByteCode;
try
{
vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "VShader", "vs_4_0",ShaderFlags.None,EffectFlags.None);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "PShader", "ps_4_0",ShaderFlags.None,EffectFlags.None);
}
catch (System.Exception ex)
{
throw ex;
}
vertexShader = new VertexShader(Device, vertexShaderByteCode);
pixelShader = new PixelShader(Device, pixelShaderByteCode);
DeviceContext.VertexShader.Set(vertexShader);
DeviceContext.PixelShader.Set(pixelShader);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
//Define first 16 floats as Position, next 16 as Color, next 12 normal (4 cords, 4 Color, 3 normal parts)
InputElement[] elements = new InputElement[]
{
new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR" , 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
new InputElement("NORMAL" , 0, SlimDX.DXGI.Format.R32G32B32_Float, 32, 0),
};
//Define Layout for the InputAssembler
DeviceContext.InputAssembler.InputLayout = new InputLayout(Device, signature, elements);
//Generate and link constant buffers
constantBuffer = new Buffer(Device, System.Runtime.InteropServices.Marshal.SizeOf(new Matrix()), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
DeviceContext.VertexShader.SetConstantBuffer(constantBuffer,0);
//load STL and generate Vertices from it
ModuleWorks.Meshf meshf = ModuleWorks.MeshHelper.ReadSTLf(@"C:\ModuleWorks\STL\Homer.stl", ModuleWorks.Unit.Metric);
try
{
vertCount = meshf.TriangleCount * 3;
var vertices_model = new DataStream(vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex)), true, true);
var stopWatch = new Stopwatch();
stopWatch.Start();
for (int x = 0; x < meshf.TriangleCount; x++)
{
var triangle = meshf.GetTriangle(x);
var normal = triangle.Normal;
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx1).X, meshf.GetPoint(triangle.Idx1).Y, meshf.GetPoint(triangle.Idx1).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx2).X, meshf.GetPoint(triangle.Idx2).Y, meshf.GetPoint(triangle.Idx2).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx3).X, meshf.GetPoint(triangle.Idx3).Y, meshf.GetPoint(triangle.Idx3).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
}
vertices_model.Position = 0;
//Generate VertexBufferBinding
var sizeInBytes = vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex));
var stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4)) * 2 + System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector3));
var vertexBuffer_model = new Buffer(Device, vertices_model, sizeInBytes, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
vertexBufferBinding_model = new VertexBufferBinding(vertexBuffer_model, stride, 0);
vertices_model.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex);
return;
}
}
public override void Dispose()
{
vertexShader.Dispose();
pixelShader.Dispose();
constantBuffer.Dispose();
base.Dispose();
}
}
}
shader.hlsl
cbuffer matrixBuffer : register(b0)
{
float4x4 worldViewProj;
};
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR, float3 normal : NORMAL)
{
VOut output = (VOut)0;
output.position = mul(worldViewProj, position);
output.normal = normalize(mul((float3x3)worldViewProj,normal));
output.color = color;
return output;
}
float4 PShader(VOut vout) : SV_TARGET
{
return vout.color;
}
Thanks in advance
I solved it.
The issue was based on an inperformant approach to adding the vertices.
For further information, checkout this nice paper I've found