Hi there, this is probably a very “niche” question. I am trying to use the NVIDIA SLI multicast extension (GL_NV_gpu_multicast) with Cinder, to get better performance in VR. It seems to be working fine, and I’m definitely seeing performance improvements (so far around 1.7x frame rate improvement in my particular scenario, with two GTX 1080s). However, I’ve run into a mysterious and frustrating thing…
I’m rendering (for VR) to two Cinder FBOs, normally with 4 multisamples. When SLI multicast is available, I render the left eye into GPU 0’s left FBO, and simultaneously the right eye into GPU 1’s “left” FBO. Then, when the rendering is done (after making a single set of draw calls to draw both eyes!), I need to blit the GPU 1’s “left” FBO’s contents back to GPU 0 as its “right”. This is required prior to submission of the two eye textures to OpenVR (or even just to draw on screen, say). This transfer is done with a call to glMulticastBlitFramebufferNV() (which is like the regular glBlitFramebuffer call, but allows you to explicitly transfer between GPUs).
What I’m seeing is that the right-eye (after transferring back to GPU 0) is not multisampled. It is all aliased, like the resolve didn’t happen properly (or more like rendering was done without multisampling, since you can’t visualize a MS buffer). I have called fbo->resolveTextures() and prior to that bindFramebuffer(), which ensures it’s marked as “dirty” so it does the resolve.
Strangely, my exact same code works glitch-free if I use 8 or 16 samples in the FBOs, and also works if I turn on CSAA sampling. But it fails (the right eye is aliased) when I have 2 or 4 samples. Of course, it also works fine (both eyes aliased) when no multisampling is enabled.
I know it’s a long shot, but has anyone any thoughts on what might be wrong? I’ve tried all kinds of combinations of things, but keep seeing the same result. Maybe it’s even a driver bug, but somehow I doubt that.
Thanks,
Glen.