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11 The Mesa
3D Graphics Library
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17 <h1>Gallium LLVMpipe Driver
</h1>
22 The Gallium llvmpipe driver is a software rasterizer that uses LLVM to
23 do runtime code generation.
24 Shaders, point/line/triangle rasterization and vertex processing are
25 implemented with LLVM IR which is translated to x86, x86-
64, or ppc64le machine
27 Also, the driver is multithreaded to take advantage of multiple CPU cores
28 (up to
8 at this time).
29 It's the fastest software rasterizer for Mesa.
38 For x86 or amd64 processors,
64-bit mode is recommended.
39 Support for SSE2 is strongly encouraged. Support for SSE3 and SSE4.1 will
40 yield the most efficient code. The fewer features the CPU has the more
41 likely it is that you will run into underperforming, buggy, or incomplete code.
44 For ppc64le processors, use of the Altivec feature (the Vector
45 Facility) is recommended if supported; use of the VSX feature (the
46 Vector-Scalar Facility) is recommended if supported AND Mesa is
47 built with LLVM version
4.0 or later.
50 See
<code>/proc/cpuinfo
</code> to know what your CPU supports.
54 <p>Unless otherwise stated, LLVM version
3.4 is recommended;
3.3 or later is required.
</p>
56 For Linux, on a recent Debian based distribution do:
59 aptitude install llvm-dev
62 If you want development snapshot builds of LLVM for Debian and derived
63 distributions like Ubuntu, you can use the APT repository at
<a
64 href=
"https://apt.llvm.org/" title=
"Debian Development packages for LLVM"
65 >apt.llvm.org
</a>, which are maintained by Debian's LLVM maintainer.
68 For a RPM-based distribution do:
71 yum install llvm-devel
75 For Windows you will need to build LLVM from source with MSVC or MINGW
76 (either natively or through cross compilers) and CMake, and set the
77 <code>LLVM
</code> environment variable to the directory you installed
80 LLVM will be statically linked, so when building on MSVC it needs to be
81 built with a matching CRT as Mesa, and you'll need to pass
82 <code>-DLLVM_USE_CRT_xxx=yyy
</code> as described below.
87 <th rowspan=
"2">LLVM build-type
</th>
88 <th colspan=
"2" align=
"center">Mesa build-type
</th>
91 <th>debug,checked
</th>
92 <th>release,profile
</th>
96 <td><code>-DLLVM_USE_CRT_DEBUG=MTd
</code></td>
97 <td><code>-DLLVM_USE_CRT_DEBUG=MT
</code></td>
101 <td><code>-DLLVM_USE_CRT_RELEASE=MTd
</code></td>
102 <td><code>-DLLVM_USE_CRT_RELEASE=MT
</code></td>
107 You can build only the x86 target by passing
108 <code>-DLLVM_TARGETS_TO_BUILD=X86
</code> to cmake.
113 <p>scons (optional)
</p>
120 To build everything on Linux invoke scons as:
123 scons build=debug libgl-xlib
126 Alternatively, you can build it with meson with:
130 meson -D glx=gallium-xlib -D gallium-drivers=swrast
134 but the rest of these instructions assume that scons is used.
136 For Windows the procedure is similar except the target:
139 scons platform=windows build=debug libgl-gdi
147 <p>On Linux, building will create a drop-in alternative for
148 <code>libGL.so
</code> into
</p>
151 build/foo/gallium/targets/libgl-xlib/libGL.so
158 <p>To use it set the
<code>LD_LIBRARY_PATH
</code> environment variable
161 <p>For performance evaluation pass
<code>build=release
</code> to scons,
162 and use the corresponding lib directory without the
<code>-debug
</code>
169 On Windows, building will create
170 <code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll
</code>
171 which is a drop-in alternative for system's
<code>opengl32.dll
</code>. To use
172 it put it in the same directory as your application. It can also be used by
173 replacing the native ICD driver, but it's quite an advanced usage, so if you
174 need to ask, don't even try it.
178 There is however an easy way to replace the OpenGL software renderer that comes
179 with Microsoft Windows
7 (or later) with llvmpipe (that is, on systems without
184 <li><p>copy
<code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll
</code>
185 to
<code>C:\Windows\SysWOW64\mesadrv.dll
</code>
187 <li><p>load this registry settings:
</p>
190 ; https://technet.microsoft.com/en-us/library/cc749368.aspx
191 ; https://www.msfn.org/board/topic/
143241-portable-windows-
7-build-from-winpe-
30/page-
5#entry942596
192 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL]
194 "DriverVersion"=dword:
00000001
195 "Flags"=dword:
00000001
196 "Version"=dword:
00000002
199 <li>Ditto for
64 bits drivers if you need them.
</li>
206 To profile llvmpipe you should build as
209 scons build=profile
<same-as-before
>
213 This will ensure that frame pointers are used both in C and JIT functions, and
214 that no tail call optimizations are done by gcc.
217 <h3>Linux perf integration
</h3>
220 On Linux, it is possible to have symbol resolution of JIT code with
<a href=
"https://perf.wiki.kernel.org/">Linux perf
</a>:
224 perf record -g /my/application
229 When run inside Linux perf, llvmpipe will create a
230 <code>/tmp/perf-XXXXX.map
</code> file with symbol address table. It also
231 dumps assembly code to
<code>/tmp/perf-XXXXX.map.asm
</code>, which can be
232 used by the
<code>bin/perf-annotate-jit.py
</code> script to produce
233 disassembly of the generated code annotated with the samples.
236 <p>You can obtain a call graph via
237 <a href=
"https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot
</a>.
</p>
240 <h2>Unit testing
</h2>
243 Building will also create several unit tests in
244 <code>build/linux-???-debug/gallium/drivers/llvmpipe
</code>:
248 <li> <code>lp_test_blend
</code>: blending
249 <li> <code>lp_test_conv
</code>: SIMD vector conversion
250 <li> <code>lp_test_format
</code>: pixel unpacking/packing
254 Some of these tests can output results and benchmarks to a tab-separated file
255 for later analysis, e.g.:
258 build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv
262 <h2>Development Notes
</h2>
266 When looking at this code for the first time, start in lp_state_fs.c, and
267 then skim through the
<code>lp_bld_*
</code> functions called there, and
268 the comments at the top of the
<code>lp_bld_*.c
</code> functions.
271 The driver-independent parts of the LLVM / Gallium code are found in
272 <code>src/gallium/auxiliary/gallivm/
</code>. The filenames and function
273 prefixes need to be renamed from
<code>lp_bld_
</code> to something else
277 We use LLVM-C bindings for now. They are not documented, but follow the C++
278 interfaces very closely, and appear to be complete enough for code
280 <a href=
"https://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
281 this stand-alone example
</a>. See the
<code>llvm-c/Core.h
</code> file for
286 <h2 id=
"recommended_reading">Recommended Reading
</h2>
292 <li><a href=
"https://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using
2D Homogeneous Coordinates
</a></li>
293 <li><a href=
"http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602">Rasterization on Larrabee
</a> (
<a href=
"http://devmaster.net/posts/2887/rasterization-on-larrabee">DevMaster copy
</a>)
</li>
294 <li><a href=
"http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions
</a></li>
295 <li><a href=
"http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization
</a></li>
296 <li><a href=
"https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling
</a></li>
300 <p>Texture sampling
</p>
302 <li><a href=
"http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping
</a></li>
303 <li><a href=
"https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal
</a></li>
304 <li><a href=
"http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering
</a></li>
305 <li><a href=
"http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will
"brilinear" filtering persist?
</a></li>
306 <li><a href=
"http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering
</a></li>
307 <li><a href=
"http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling
</a></li>
313 <li><a href=
"http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization
</a></li>
319 <li><a href=
"http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors
</a></li>
320 <li><a href=
"http://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html">Intel
64 and IA-
32 Architectures Optimization Reference Manual
</a></li>
321 <li><a href=
"http://www.agner.org/optimize/">Software optimization resources
</a></li>
322 <li><a href=
"https://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide
</a></li>
328 <li><a href=
"http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual
</a></li>
329 <li><a href=
"https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings
</a></li>
335 <li><a href=
"https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline
</a></li>
336 <li><a href=
"https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance
</a></li>