Multiple GPU Nvidia QuadroPlex

Hi All,

I found that doc. which desrcibes how to create an off-screen renderContext.

I use OGRE and I put example2 (from the below doc.) to the source of OGRE.

My question is how to link the affinityRenderingContext and the already defined windowRenderingContext?
Put it the other way around, how to create an on-screen renderContext from the affintiyContext!

Any response would be appreciated! Thanks


Doc:
Name

      WGL_NV_gpu_affinity

Name Strings


      WGL_NV_gpu_affinity

Contact


      Barthold Lichtenbelt, NVIDIA (blichtenbelt 'at' nvidia.com)

Notice


      Copyright Š NVIDIA Corporation, 2005-2006.

Status


      Completed.

IP Status


      NVIDIA proprietary.

Version


      Last Modified Date: 10/08/2006
      Author revision: 10

Number


      ???

Dependencies


      WGL_ARB_extensions_string is required.

      This extension interacts with WGL_ARB_make_current_read.

      This extension interacts with WGL_ARB_pbuffer.

      This extension interacts with GL_EXT_framebuffer_object

Overview


      On systems with more than one GPU it is desirable to be able to
      select which GPU(s) in the system become the target for OpenGL
      rendering commands. This extension introduces the concept of a GPU
      affinity mask. OpenGL rendering commands are directed to the
      GPU(s) specified by the affinity mask. GPU affinity is immutable.
      Once set, it cannot be changed.

      This extension also introduces the concept called affinity-DC. An
      affinity-DC is a device context with a GPU affinity mask embedded
      in it. This restricts the device context to only allow OpenGL
      commands to be sent to the GPU(s) in the affinity mask.

      Handles for the GPUs present in a system are enumerated with the
      command wglEnumGpusNV. An affinity-DC is created by calling
      wglCreateAffinityDCNV. This function takes a list of GPU handles,
      which make up the affinity mask. An affinity-DC can also
      indirectly be created by obtaining a DC from a pBuffer handle, by
      calling wglGetPbufferDC, which in turn was created from an
      affinity-DC by calling wglCreatePbuffer.

      A context created from an affinity DC will inherit the GPU
      affinity mask from the DC. Once inherited, it cannot be changed.
      Such a context is called an affinity-context. This restricts the
      affinity-context to only allow OpenGL commands to be sent to those
      GPU(s) in its affinity mask. Once created, this context can be
      used in two ways:

        1. Make the affinity-context current to an affinity-DC. This
           will only succeed if the context's affinity mask is the same
           as the affinity mask in the DC. There is no window
           associated with an affinity DC, therefore this is a way to
           achieve off-screen rendering to an OpenGL context. This can
           either be rendering to a pBuffer, or an application created
           framebuffer object. In the former case, the affinity-mask of
           the pBuffer DC, which is obtained from a pBuffer handle,
           will be the same affinity-mask as the DC used to created the
           pBuffer handle.  In the latter case, the default framebuffer
           object will be incomplete because there is no window-system
           created framebuffer. Therefore, the application will have to
           create and bind a framebuffer object as the target for
           rendering.
        2. Make the affinity-context current to a DC obtained from a
           window. Rendering only happens to the sub rectangles(s) of
           the window that overlap the parts of the desktop that are
           displayed by the GPU(s) in the affinity mask of the context.

      Sharing OpenGL objects between affinity-contexts, by calling
      wglShareLists, will only succeed if the contexts have identical
      affinity masks.

      It is not possible to make a regular context (one without an
      affinity mask) current to an affinity-DC. This would mean a way
      for a context to inherit affinity information, which makes the
      context affinity mutable, which is counter to the premise of this
      extension.

New Procedures, Functions and Structures:


      DECLARE_HANDLE(HGPUNV);

      typedef struct _GPU_DEVICE {
        DWORD  cb;
        CHAR   DeviceName[32];
        CHAR   DeviceString[128];
        DWORD  Flags;
        RECT   rcVirtualScreen;
      } GPU_DEVICE, *PGPU_DEVICE;

      BOOL wglEnumGpusNV(UINT iGpuIndex,
                        HGPUNV *phGpu);

      BOOL wglEnumGpuDevicesNV(HGPUNV hGpu,
                             UINT iDeviceIndex,
                             PGPU_DEVICE lpGpuDevice);

      HDC wglCreateAffinityDCNV(const HGPUNV *phGpuList);

      BOOL wglEnumGpusFromAffinityDCNV(HDC hAffinityDC,
                                     UINT iGpuIndex,
                                     HGPUNV *hGpu);

      BOOL wglDeleteDCNV(HDC hdc);

New Tokens


      New error codes set by wglShareLists, wglMakeCurrent and
      wglMakeContextCurrentARB:

      ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV    0x20D0

      New error codes set by wglMakeCurrent and
      wglMakeContextCurrentARB:

      ERROR_MISSING_AFFINITY_MASK_NV          0x20D1

Additions to the WGL Specification


      GPU Affinity

      To query handles for all GPUs in a system call:

           BOOL wglEnumGpusNV(UINT iGpuIndex, HGPUNV *phGPU);

      <iGpuIndex> is an index value that specifies a GPU.

      <phGPU> upon return will contain a handle for GPU number
      <iGpuIndex>. The first GPU will be index 0.

      By looping over wglEnumGpusNV and incrementing <iGpuIndex>,
      starting at index 0, all GPU handles can be queried. If the
      function succeeds, the return value is TRUE. If the function
      fails, the return value is FALSE and <phGPU> will be unmodified.
      The function fails if <iGpuIndex> is greater or equal than the
      number of GPUs supported by the system.

      To retrieve information about the display devices supported by a
      GPU call:

           BOOL wglEnumGpuDevicesNV(HGPUNV hGpu,
                                   UINT iDeviceIndex,
                                   PGPU_DEVICE lpGpuDevice);

      <hGpu> is a handle to the GPU to query.

      <iDeviceIndex> is an index value that specifies a display device,
      supported by <hGpu>, to query. The first display device will be
      index 0.

      <lpGpuDevice> pointer to a GPU_DEVICE structure which will receive
      information about the display device at index <iDeviceIndex>.

      By looping over the function wglEnumGpuDevicesNV and incrementing
      <iDeviceIndex>, starting at index 0, all display devices can be
      queried. If the function succeeds, the return value is TRUE. If
      the function fails, the return value is FALSE and <lpGpuDevice>
      will be unmodified. The function fails if <iDeviceIndex> is
      greater or equal than the number of display devices supported by
      <hGpu>.

      The GPU_DEVICE structure has the following members:

           typedef struct _GPU_DEVICE {
             DWORD  cb;
             CHAR   DeviceName[32];
             CHAR   DeviceString[128];
             DWORD  Flags;
             RECT   rcVirtualScreen;
           } GPU_DEVICE, *PGPU_DEVICE;

      <cb> is the size of the GPU_DEVICE structure. Before calling
      wglEnumGpuDevicesNV, set <cb> to the size, in bytes, of
      GPU_DEVICE.

      <DeviceName> is a string identifying the display device name. This
      will be the same string as stored in the <DeviceName> field of the
      DISPLAY_DEVICE structure, which is filled in by
      EnumDisplayDevices.

      <DeviceString> is a string describing the GPU for this display
      device. It is the same string as stored in the <DeviceString>
      field in the DISPLAY_DEVICE structure that is filled in by
      EnumDisplayDevices when it describes a display adapter (and not a
      monitor).

      <Flags> Indicates the state of the display device. It can be a
      combination of any of the following:

      DISPLAY_DEVICE_ATTACHED_TO_DESKTOP      If set, the device is part
      of the desktop.

      DISPLAY_DEVICE_PRIMARY_DEVICE           If set, the primary
      desktop is on this device. Only one device in the system can have
      this set.

      <rcVirtualScreen> specifies the display device rectangle, in
      virtual screen coordinates. The value of <rcVirtualScreen> is
      undefined if the device is not part of the desktop, i.e.
      DISPLAY_DEVICE_ATTACHED_TO_DESKTOP is not set in the <Flags>
      field.

      The function wglEnumGpuDevicesNV can fail for a variety of
      reasons. Call GetLastError to get extended error information.
      Possible errors are as follows:

      ERROR_INVALID_HANDLE   <hGpu> is not a valid GPU handle.

      A new type of DC, called an affinity-DC, can be used to direct
      OpenGL commands to a specific GPU or set of GPUs. An affinity-DC
      is a device context with a GPU affinity mask embedded in it. This
      restricts the device context to only allow OpenGL commands to be
      sent to the GPU(s) in the affinity mask. An affinity-DC can be
      created directly, using the new function wglCreateAffinityDCNV and
      also indirectly by calling wglCreatePbufferARB followed by
      wglGetPbufferDCARB. To create an affinity-DC directly call:

           HDC wglCreateAffinityDCNV(const HGPUNV *phGpuList);

      <phGpuList> is a NULL-terminated array of GPU handles to which the
      affinity-DC will be restricted. If an element in the list is not a
      GPU handle, as returned by wglEnumGpusNV, it is silently ignored.

      If successful, the function returns an affinity-DC. If it fails,
      NULL will be returned.

      To create an affinity-DC indirectly, first call
      wglCreatePbufferARB passing it an affinity-DC. Next, pass the
      handle returned by the call to wglCreatePbufferARB to
      wglGetPbufferDCARB to create an affinity-DC for the pBuffer. The
      DC returned by wglGetPbufferDCARB will have the same affinity mask
      as the DC used to create the pBuffer handle by calling
      wglCreatePbufferARB.

      An affinity-DC has no window associated with it, and therefore it
      has no default window-system-provided framebuffer. (Note: This is
      terminology borrowed from EXT_framebuffer_object). A context made
      current to an affinity-DC will only be able to render into an
      application-created framebuffer object, or a pBuffer. The default
      window-system-framebuffer object, when bound, will be incomplete.
      The EXT_framebuffer_object specification defines what 'incomplete'
      means exactly.

      A context created from an affinity-DC, by calling wglCreateContext
      and passing it an affinity-DC, is called an affinity-context. This
      context will inherit the affinity mask from the DC. This affinity-
      mask cannot be changed. The affinity mask restricts the affinity-
      context to only allow OpenGL commands to be sent to those GPU(s)
      in its affinity mask.

      The function wglCreateAffinityDCNV can fail for a variety of
      reasons. Call GetLastError to get extended error information.
      Possible errors are as follows:

      ERROR_NO_SYSTEM_RESOURCES    Insufficient resources exist to
      create the affinity-DC.

      ERROR_INVALID_DATA           <phGpuList> is empty or contains no
      valid GPU handles

      An affinity-context can only be made current to an affinity-DC
      with the same affinity-mask, otherwise wglMakeCurrent and
      wglMakeContextCurrentARB will fail and return FALSE. In the case
      of wglMakeContextCurrentARB, the affinity masks of both the "read"
      and "draw" DCs need to match the affinity-mask of the context.

      If a context that has no affinity mask is made current to an
      affinity-DC, wglMakeCurrent and wglMakeContextCurrentARB will fail
      and return FALSE. In the case of wglMakeContextCurrentARB it will
      fail if either the "read" or "draw" DC is an affinity-DC.

      If an affinity-context is made current to a DC obtained from a
      window, by calling GetDC, then rendering will only happen to the
      subrectangle(s) of the window that overlap the parts of the
      desktop that are displayed by the GPU(s) in the affinity-mask of
      the context. Note that a DC obtained from a window does not have
      an affinity mask set.

      The following error codes are added to the description of
      wglMakeCurrent and wglMakeContextCurrentARB:

      ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV    The device context(s) and
      rendering context have non-matching affinity masks.

      ERROR_MISSING_AFFINITY_MASK_NV          The rendering context does
      not have an affinity mask set.

      Sharing OpenGL objects between affinity-contexts, by calling
      wglShareLists, will only succeed if the contexts have identical
      affinity masks. The following error codes are added to the
      description of wglShareLists:

      ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV    The contexts have non-
      matching affinity masks.

      To delete an affinity-DC call:

           BOOL wglDeleteDCNV(HDC hdc)

      <hdc> Is a handle of an affinity-DC to delete.

      If the function succeeds, TRUE is returned. If the function fails,
      FALSE is returned. Call GetLastError to get extended error
      information. Possible errors are as follows:

      ERROR_INVALID_HANDLE   <hdc> is not a handle of an affinity-DC.

      To retrieve a list of GPU handles that make up the affinity-mask
      of an affinity-DC, call:

           BOOL wglEnumGpusFromAffinityDCNV(HDC hAffinityDC,
                                           UINT iGpuIndex,
                                           HGPUNV *phGpu);

      <hAffinityDC> is a handle of the affinity-DC to query.

      <iGpuIndex> is an index value of the GPU handle in the affinity
      mask of <hAffinityDC> to query.

      <phGpu> upon return will contain a handle for GPU number
      <iGpuIndex>. The first GPU will be at index 0.

      By looping over wglEnumGpusFromAffinityDCNV and incrementing
      <iGpuIndex>, starting at index 0, all GPU handles associated with
      the DC can be queried. If the function succeeds, the return value
      is TRUE. If the function fails, the return value is FALSE and
      <phGPU> will be unmodified. The function fails if <iGpuIndex> is
      greater or equal than the number of GPUs associated with
      <hAffinityDC>.

      Call GetLastError to get extended error information. Possible
      errors are as follows:

      ERROR_INVALID_HANDLE   <hAffinityDC> is not a handle of an
      affinity-DC.

Interactions with WGL_ARB_make_current_read


      If the make current read extension is not supported, all language
      referring to wglMakeContextCurrentARB is deleted.

Interactions with WGL_ARB_pbuffer


      If the pbuffer extension is not supported, all language referring
      to puffers, wglGetPbuferDC and wglCreatePbuffer are deleted.

Interactions with GL_EXT_framebuffer_object


      If the framebuffer object extension is not supported, all language
      referring to framebuffer objects is deleted.

Usage examples


      // Example 1 - Normal window creation, DC setup and
      // context creation.

      PIXELFORMATDESCRIPTOR pfd;
      int   pf;
      HDC   hDC;
      HGLRC hRC;
      HWND  hWnd;

      hWnd = CreateWindow(...);
      hDC = GetDC(hWnd);

      memset(&pfd, 0, sizeof(pfd));
      pfd.nSize        = sizeof(pfd);
      pfd.nVersion     = 1;
      pfd.dwFlags      = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
      pfd.iPixelType   = PFD_TYPE_RGBA;
      pfd.cColorBits   = 32;

      // Note, for ease of code reading no error checking is done.
      pf = ChoosePixelFormat(hDC, &pfd);
      SetPixelFormat(hDC, pf, &pfd);
      DescribePixelFormat(hDC, pf, sizeof(PIXELFORMATDESCRIPTOR),
                          &pfd);

      hRC = wglCreateContext(hDC);
      wglMakeCurrent(hDC, hRC);


      // Example 2 - Offscreen rendering to one GPU using a FBO
      // It is assumed that a context already has been created (and
      // possibly destroyed) and was used to query the proc addresses
      // of the WGL affinity related entrypoints.

      #define MAX_GPU 4

      PIXELFORMATDESCRIPTOR pfd;
      int    pf, gpuIndex = 0;
      HGPUNV hGPU[MAX_GPU];
      HGPUNV GpuMask[MAX_GPU];
      HDC    affDC;
      HGLRC  affRC;

      // Get a list of the first MAX_GPU GPUs in the system
      while ((gpuIndex < MAX_GPU) && wglEnumGpusNV(gpuIndex,
      &hGPU[gpuIndex])) {
            gpuIndex++;
      }

      // Create an affinity-DC associated with the first GPU
      GpuMask[0] = hGPU[0];
      GpuMask[1] = NULL;

      affDC = wglCreateAffinityDCNV(GpuMask);

      // Set a pixelformat on the affinity-DC
      pf = ChoosePixelFormat(affDC, &pfd);
      SetPixelFormat(affDC, pf, &pfd);
      DescribePixelFormat(affDC, pf, sizeof(PIXELFORMATDESCRIPTOR),
      &pfd);

      affRC = wglCreateContext(affDC);
      wglMakeCurrent(affDC, affRC);

      // Make a previously created FBO current so we have something
      // to render into. Since there's no window, the default system
      // created FBO is incomplete.
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);

       <Now draw>


      // Example 3 - Offscreen rendering to one GPU using a pBuffer
      // It is assumed that a context already has been created (and
      // possibly destroyed) and was used to query the proc addresses
      // of the WGL affinity and pbuffer related entrypoints.

      #define MAX_GPU 4

      int    gpuIndex = 0;
      HGPUNV hGPU[MAX_GPU];
      HGPUNV GpuMask[MAX_GPU];
      HDC    affDC, pBufferAffDC;
      HGLRC  affRC;

      // Get a list of the first MAX_GPU GPUs in the system
      while ((gpuIndex < MAX_GPU) && wglEnumGpusNV(gpuIndex,
      &hGPU[gpuIndex])) {
            gpuIndex++;
      }

      // Create an affinity-DC associated with the first GPU
      GpuMask[0] = hGPU[0];
      GpuMask[1] = NULL;

      affDC = wglCreateAffinityDCNV(GpuMask);

      // Setup desired pixelformat attributes for the pbuffer
      // including WGL_DRAW_TO_PBUFFER_ARB.
      HPBUFFERARB  handle;
      int          width = 512, height = 512, format = 0;
      unsigned int nformats;

      int attribList[] =
      {
          WGL_RED_BITS_ARB,               8,
          WGL_GREEN_BITS_ARB,             8,
          WGL_BLUE_BITS_ARB,              8,
          WGL_ALPHA_BITS_ARB,             8,
          WGL_STENCIL_BITS_ARB,           0,
          WGL_DEPTH_BITS_ARB,             0,
          WGL_DRAW_TO_PBUFFER_ARB,        true,
          0,
      };

      wglChoosePixelFormatARB(affDC, attribList, NULL, 1,
                              &format, &nformats);

      handle = wglCreatePbufferARB(affDC, format, width, height, NULL);

      // pbufferAffDC will have the same affinity-mask as affDC.
      pBufferAffDC = wglGetPbufferDCARB(handle);

      // affRC will inherit the affinity-mask from pBufferAffDC.
      affRC = wglCreateContext(pBufferAffDC);
      wglMakeCurrent(pBufferAffDC, affRC);

      <Now draw into the pBuffer>


Issues


      1) Do we really need an affinity-DC, or can we do with just an
      affinity context?

      DISCUSSION: If affinity is not part of a DC, a new function will
      need to be defined to create an affinity-context or set an
      affinity-mask for an existing context. Passing NULL as a HDC to
      wglMakeCurrent will then be one way to create an off-screen
      rendering context, where rendering will have to go to a FBO. If
      the HDC passed to wglMakeCurrent is one for a pBuffer, the
      affinity-mask in the affinity-context dictates where rendering is
      direct to. This might mean pBuffer resources will have to move, or
      alternatively, duplicated across all GPUs in a system. That is
      counter to the whole idea of this extension. Thus an affinity-DC
      is definitely needed for a pBuffer.

      Thus the question reduces to, do we need an affinity-DC in order
      to facilitate off-screen rendering to a FBO? Having an affinity-DC
      has the following advantages:

      a)  It is consistent with making current to a pBuffer or window,
      that does need a DC.
      b) passing NULL as a HDC to wglMakeCurrent might be filtered out
      by the MS layer on future OSes.
      c) The driver implementation might benefit from knowing at DC
      creation time what the affinity-mask is, rather than at
      wglMakeCurrent time.

      RESOLUTION: Yes.

      2) Should the GPU affinity concept also apply to D3D and/or GDI
      commands?

      DISCUSSION:  It could be especially desirable to apply the
      affinity concept to D3D. However, D3D is sufficiently different
      that this extension doesn't directly apply.

      RESOLUTION: That falls outside this extension.

      3) Should setting a pixelformat on an affinity-DC be required?

      DISCUSSION: Setting a pixelformat on an affinity-DC is not
      strictly necessary if the application does off-screen rendering to
      a FBO. However, the Microsoft layer of wglMakeCurrent requires
      that the pixelformats of the DC and RC passed to it match. This
      becomes an issue when making an affinity-context current to a DC
      obtained from a window. The DC has a pixelformat set by the
      application, and therefore the affinity-context needs to have the
      same pixelformat. This means the affinity-DC, that the affinity-
      context is created from, needs to have the same pixelformat set.

      RESOLUTION: YES. Setting a pixelformat on an affinity-DC is
      required.

      4) Is it allowed to make an affinity-context current to an
      affinity-DC where the mask of the context spans more GPUs than the
      mask in the DC?

      5) Is it allowed to make an affinity-context current to an
      affinity-DC where the mask of the context spans less GPUs than the
      mask in the DC?

      DISCUSSION: Issues 4 and 5 are lumped together in this discussion.
      For example, is this scenario something we want to support: An
      application wants to share objects across two contexts and have
      these two contexts each render to a different GPU. It can do this
      by creating two affinity-DCs. One has an affinity mask for the
      first GPU, the other for the second GPU. It also creates two
      affinity-contexts that both have an affinity-mask that spans both
      GPUs. Making one context current to the first affinity-DC will
      lock the context to the GPU in the mask of that affinity-DC. Make
      another context current to the second affinity-DC will lock that
      context to the second GPU. This is effectively what issue 4) is
      asking. . The simplest solution is to disallow these cases, and
      that is how the spec is currently written.

      RESOLUTION: NO, we will not allow this to keep the spec simple. If
      necessary, these restrictions can always be lifted later.

      6) What should an application do if the enum functions that return
      BOOL fail for another reason than they are done? For example, if
      they fail because they run out of memory?

      RESOLUTION: An application will have to call GetLastError to find
      out the reason of failure.

      7) The "Enum" API commands in this extension assume that the list
      of things being enumerated does not change dynamically. Is that
      reasonable?

      DISCUSSION: Display devices, and possibly GPUs in the future, can
      be changed dynamically and/or hotplugged. Thus yes, this is a
      potential issue. Existing OS functionality like EnumDisplayDevices
      and even wglMakeCurrent will suffer from this too. In the latter
      case, the application could make a context current to a device
      that was removed from the system. A possible solution would be
      some sort of notification mechanism to the application. Possibly
      combined with being able to snapshot state first, then enumerate
      that snapshot. That snapshot of state might immediately become
      invalid, but at least the enumeration will walk a consistent list.

      RESOLUTION: This is a wider issue than just this specification,
      and not currently addressed.

      8) How do I transfer data efficiently between two affinity-
      contexts?

      DISCUSSION: It is desired for an application to render in one
      context, and transfer the result of that rendering to another
      context. These two contexts can be on different GPUs. If they are,
      how does the application efficiently transfer this data? Currently
      OpenGL provides two mechanisms, neither of which are ideal:

      1) The application can do a ReadPixels followed by a DrawPixels /
      TexImage call. This involves transfer through host memory, which
      can be slow.

      2) The application can share objects among the two contexts using
      wglShareLists(). This will work, but is counter to the premise of
      this extension where each GPU has its own set of resources, not
      shared with another GPU.

      RESOLUTION: This is a hole which needs to be addressed separately.


Revision history


      4/6/2006 version 9 - first public release
      10/8/2006 version 10 - Changed WCHAR fields into GPU_DEVICE
      structure to CHAR fields. The implementation has always treated
      them as CHAR.

You do not need to quote an entire extension specification to us. Even though you can’t post a link yet, we do know how to use Google to find stuff.

As to the substance of your question:

I use OGRE and I put example2 (from the below doc.) to the source of OGRE.

My question is how to link the affinityRenderingContext and the already defined windowRenderingContext?

You don’t. The whole point of creating rendering contexts that are GPU-specific is to not have to have inter-GPU communication. That you can have two independent GPUs operating, both doing their own stuff, without having to talk to one another directly. So one GPU does physics computations or whatever, and the other GPU does drawing. Or whatever division of labor you like.

Affinity RCs can’t directly talk to non-affinity RCs or affinity RCs for different GPUs.

If you just want to render with one GPU to the screen, that’s easy; don’t create another RC to begin with. A little known fact about rendering contexts: you can use them with any device context (with one caveat), not just the one you created for that rendering context. The aforementioned caveat is that the new device context must use the same pixel format as the one the RC was created with.

So do that. You create your affinity HDC. Assign it a pixel format. Then you create a rendering context from that. After that, you create your visible window and get it’s HDC. Assign that HDC the same pixel format you use for your affinity HDC.

And you’re done.

But you can’t use an arbitrarily created RC with an affinity RC. Not without a CPU round-trip.

Dear Alfonse,

Thank you for your guide, now it works.

Best Regards,
Peter Kovacs