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Impressive Pixel Shader of a Snail (GLSL)

Impressive Pixel Shader of a Snail (GLSL)

Impressive Pixel Shader of a Snail (GLSL)

The wizard behind Shadertoy has struk once again with this beautiful demo showing an animated snail. This demo has been ported to GeeXLab by our news hunter Stefan.

The demo is available in the code samples pack in the host_api/GLSL_ShaderToy/ folder (snail_gl2.xml). The demo is also available in the X-MAS 15 pack HERE. To test the demo, just run GeeXLab (you can download the latest version from THIS PAGE) and load (or drag and drop) the demo (snail_gl2.xml) into GeeXLab (GeeXLab 0.9.2.0 is recommended).

This demo has been ported to GeeXLab by our news hunter Stefan

This demo has been ported to GeeXLab by our news hunter Stefan

I quickly benchmarked few GPUs with this demo. The default settings are 800×480 pixels in windowed mode. The anti-aliasing can be set directly in the pixel shader and is equal to 1 by default (line 30 in the snail_gl2.xml file). A value of 4 improves the visual quality but destroys the framerate ? (try for yourself). I benchmarked with AA=1.

Testbed: Core i5 6600K, ASUS Z170 Pro Gaming, 8GB DDR4 Corsair Vengeance, Win10 64-bit, all hardware with stock clock speeds.

The demo runs fine without artifacts on an Intel HD Graphics 530!

Radeon R9 290X (Crimson 15.12) 89 FPS (avg)
GeForce GTX 960 (R361.43) 45 FPS (avg)
HD Graphics 530 (v4326) 10 FPS (avg)

A time lapse of the creation process of this demo with Shadertoy is available here:


Direct3D 12 vs OpenGL: A quick Test

Direct3D 12 vs OpenGL: A quick Test

Direct3D 12 vs OpenGL: A quick Test

GeeXLab, the successor of GLSL Hacker, comes with the support of Direct3D 12. It’s not a full support but most of the basic things are available: command lists (CL), pipeline state objects (PSO), constant buffers (CB) and HLSL shaders.

An introduction to Direct3D programming with GeeXLab is available HERE.

Since GeeXLab is now available with an OpenGL and a Direct3D 12 renderers, here is a quick benchmark that shows the difference of performance between Direct3D 12 and OpenGL 3.2 in a very simple scene: a phong-textured mesh (a torus to be original) is rendered with various polygon density. This test uses one command list, one PSO, one HLSL program, one mesh and one texture.


GeeXLab - Direct3D 12 vs OpenGL

You can download both GeeXLab (version 0.9.3.0+ is recommended) and the test from THIS PAGE. The test is available in the host_api/Direct3D12_vs_OpenGL/ folder of the code sample pack (files: 09-lighting-mesh-d3d12.xml and 09-lighting-mesh-gl32.xml).

You can change the number of polygons by editing the source code of both files: lines 76-84 (09-lighting-mesh-d3d12.xml) and 47-54 (09-lighting-mesh-gl32.xml).

The results of this test should be taken with caution because it’s my first implementation of a Direct3D 12 plugin for GeeXLab and graphics drivers are also constantly updated. I will update this post as soon as I find bugs or bring some optimizations in GeeXLab that can change the results.

Testbed:

  • CPU: Intel Core i5 6600K @3.5GHz
  • Motherboard: ASUS Z170 Pro Gaming
  • RAM: 8GB DDR4 Corsair Vengeance
  • OS: Windows 10 64-bit
  • Drivers:
    • Radeon R9 290X: Catalyst 15.10 beta
    • GeForce GTX 970: R358.50
    • HD Graphics 530: v4279

Clock speeds: stock values for the CPU, memory and graphics cards.

The FPS in the following tables are the average framerates.

Direct3D 12 results

Triangles AMD Radeon R9 290X
(avg FPS / GPU load)
NVIDIA GeForce GTX 970
(avg FPS / GPU load)
Intel HD Graphics 530
(avg FPS)
800 9100 / 40% 5500 / 25% 1360
5’000 8200 / 45% 5300 / 35% 1220
20’000 5800 / 60% 5100 / 45% 1100
80’000 2400 / 80% 2600 / 70% 850
320’000 720 / 90% 700 / 85% 500
500’000 480 / 98% 480 / 90% 400
2’000’000 130 / 100% 130 / 97% 160

OpenGL 3.2 results

Triangles AMD Radeon R9 290X
(avg FPS / GPU load)
NVIDIA GeForce GTX 970
(avg FPS / GPU load)
Intel HD Graphics 530
(avg FPS)
800 4600 / 25% 3700 / 35% 1220
5’000 4300 / 25% 3600 / 35% 1160
20’000 4200 / 25% 3600 / 36% 1060
80’000 4100 / 30% 3600 / 58% 840
320’000 4100 / 46% 2800 / 87% 500
500’000 3200 / 70% 2200 / 90% 420
2’000’000 1000 / 100% 930 / 95% 180


Direct3D 12 vs OpenGL - benchmark results

According to this test, Direct3D 12 is faster than OpenGL when the number of triangles is low. AMD Radeon cards are particularly fast! Around 80K polygons, Direct3D offers the same kind of performance than OpenGL. Above 80K polygons, OpenGL is faster. The case of Intel GPU is interesting because it has more or less the same performances in D3D12 and GL. What’s more for a mesh of 2-million polygons, The Intel GPU is faster than a GTX 970 or a R9 290X in D3D12! It looks like for many polygons, there is a CPU-bottleneck somewhere in the D3D12 rendering pipeline that does not reflect the real power of GPUs.

The results are similar with latest drivers (R361.43 / Crimson 15.12).

I also did a simple draw stress test: a quad is rendered 100, 400 and 4000 times. No hardware instancing is used, each quad is rendered with its own draw call. I only tested on my dev system, with a GeForce GTX 960 + R361.43.


GeeXLab - Direct3D 12 vs OpenGL

The test is available in the host_api/Direct3D12_vs_OpenGL/ folder of the code sample pack (files: 08-drawstress-d3d12.xml and 08-drawstress-opengl.xml).

In this test, a quad is made up of 4 vertices and 2 triangles.

To change the number of quads, edit the xml file and look for the lines:

quads = {x=10, y=10, size=10.0} -- 100 quads
--quads = {x=40, y=10, size=10.0} -- 400 quads
--quads = {x=100, y=40, size=10.0} -- 4000 quads

Direct3D 12

Num quads GeForce GTX 960 (R361.43)
(avg FPS / GPU load)
100 2900 / 20%
400 1070 / 26%
4000 180 / 20%

OpenGL 3.2

Num quads GeForce GTX 960 (R361.43)
(avg FPS / GPU load)
100 1840 / 58%
400 730 / 30%
4000 97 / 20%

GeeXLab is maybe not the best tool for this kind of test (a loop with 4000 iterations) because of the overhead of the virtual machine (Lua and host API functions calls). A C/C++ based test should be better. But this GeeXLab test shows that we can draw more objects with Direct3D 12 than with OpenGL. This is particularly visible with 4000 quads: D3D12 is twice faster: 180FPS for D3D12 against 97 FPS for OpenGL.



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My name is Sayed Ahmadreza Razian and I am a graduate of the master degree in Artificial intelligence .
Click here to CV Resume page

Related topics such as image processing, machine vision, virtual reality, machine learning, data mining, and monitoring systems are my research interests, and I intend to pursue a PhD in one of these fields.

جهت نمایش صفحه معرفی و رزومه کلیک کنید

My Scientific expertise
  • Image processing
  • Machine vision
  • Machine learning
  • Pattern recognition
  • Data mining - Big Data
  • CUDA Programming
  • Game and Virtual reality

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