docs: Update minimum required LLVM version.
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10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
12 </div>
13
14 <iframe src="contents.html"></iframe>
15 <div class="content">
16
17 <h1>Introduction</h1>
18
19 <p>
20 The Gallium llvmpipe driver is a software rasterizer that uses LLVM to
21 do runtime code generation.
22 Shaders, point/line/triangle rasterization and vertex processing are
23 implemented with LLVM IR which is translated to x86 or x86-64 machine
24 code.
25 Also, the driver is multithreaded to take advantage of multiple CPU cores
26 (up to 8 at this time).
27 It's the fastest software rasterizer for Mesa.
28 </p>
29
30
31 <h1>Requirements</h1>
32
33 <ul>
34 <li>
35 <p>An x86 or amd64 processor; 64-bit mode recommended.</p>
36 <p>
37 Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will
38 yield the most efficient code. The fewer features the CPU has the more
39 likely is that you run into underperforming, buggy, or incomplete code.
40 </p>
41 <p>
42 See /proc/cpuinfo to know what your CPU supports.
43 </p>
44 </li>
45 <li>
46 <p>LLVM: version 3.4 recommended; 3.3 or later required.</p>
47 <p>
48 For Linux, on a recent Debian based distribution do:
49 </p>
50 <pre>
51 aptitude install llvm-dev
52 </pre>
53 <p>
54 For a RPM-based distribution do:
55 </p>
56 <pre>
57 yum install llvm-devel
58 </pre>
59
60 <p>
61 For Windows you will need to build LLVM from source with MSVC or MINGW
62 (either natively or through cross compilers) and CMake, and set the LLVM
63 environment variable to the directory you installed it to.
64
65 LLVM will be statically linked, so when building on MSVC it needs to be
66 built with a matching CRT as Mesa, and you'll need to pass
67 -DLLVM_USE_CRT_RELEASE=MTd for debug and checked builds,
68 -DLLVM_USE_CRT_RELEASE=MTd for profile and release builds.
69
70 You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86
71 to cmake.
72 </p>
73 </li>
74
75 <li>
76 <p>scons (optional)</p>
77 </li>
78 </ul>
79
80
81 <h1>Building</h1>
82
83 To build everything on Linux invoke scons as:
84
85 <pre>
86 scons build=debug libgl-xlib
87 </pre>
88
89 Alternatively, you can build it with GNU make, if you prefer, by invoking it as
90
91 <pre>
92 make linux-llvm
93 </pre>
94
95 but the rest of these instructions assume that scons is used.
96
97 For Windows the procedure is similar except the target:
98
99 <pre>
100 scons platform=windows build=debug libgl-gdi
101 </pre>
102
103
104 <h1>Using</h1>
105
106 <h2>Linux</h2>
107
108 <p>On Linux, building will create a drop-in alternative for libGL.so into</p>
109
110 <pre>
111 build/foo/gallium/targets/libgl-xlib/libGL.so
112 </pre>
113 or
114 <pre>
115 lib/gallium/libGL.so
116 </pre>
117
118 <p>To use it set the LD_LIBRARY_PATH environment variable accordingly.</p>
119
120 <p>For performance evaluation pass build=release to scons, and use the corresponding
121 lib directory without the "-debug" suffix.</p>
122
123
124 <h2>Windows</h2>
125
126 <p>
127 On Windows, building will create
128 <code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll</code>
129 which is a drop-in alternative for system's <code>opengl32.dll</code>. To use
130 it put it in the same directory as your application. It can also be used by
131 replacing the native ICD driver, but it's quite an advanced usage, so if you
132 need to ask, don't even try it.
133 </p>
134
135 <p>
136 There is however an easy way to replace the OpenGL software renderer that comes
137 with Microsoft Windows 7 (or later) with llvmpipe (that is, on systems without
138 any OpenGL drivers):
139 </p>
140
141 <ul>
142 <li><p>copy build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll to C:\Windows\SysWOW64\mesadrv.dll</p></li>
143 <li><p>load this registry settings:</p>
144 <pre>REGEDIT4
145
146 ; http://technet.microsoft.com/en-us/library/cc749368.aspx
147 ; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596
148 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL]
149 "DLL"="mesadrv.dll"
150 "DriverVersion"=dword:00000001
151 "Flags"=dword:00000001
152 "Version"=dword:00000002
153 </pre>
154 </li>
155 <li>Ditto for 64 bits drivers if you need them.</li>
156 </ul>
157
158
159 <h1>Profiling</h1>
160
161 <p>
162 To profile llvmpipe you should build as
163 </p>
164 <pre>
165 scons build=profile &lt;same-as-before&gt;
166 </pre>
167
168 <p>
169 This will ensure that frame pointers are used both in C and JIT functions, and
170 that no tail call optimizations are done by gcc.
171 </p>
172
173 <h2>Linux perf integration</h2>
174
175 <p>
176 On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>:
177 </p>
178
179 <pre>
180 perf record -g /my/application
181 perf report
182 </pre>
183
184 <p>
185 When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with
186 symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm,
187 which can be used by the bin/perf-annotate-jit script to produce disassembly of
188 the generated code annotated with the samples.
189 </p>
190
191 <p>You can obtain a call graph via
192 <a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p>
193
194
195 <h1>Unit testing</h1>
196
197 <p>
198 Building will also create several unit tests in
199 build/linux-???-debug/gallium/drivers/llvmpipe:
200 </p>
201
202 <ul>
203 <li> lp_test_blend: blending
204 <li> lp_test_conv: SIMD vector conversion
205 <li> lp_test_format: pixel unpacking/packing
206 </ul>
207
208 <p>
209 Some of this tests can output results and benchmarks to a tab-separated-file
210 for posterior analysis, e.g.:
211 </p>
212 <pre>
213 build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv
214 </pre>
215
216
217 <h1>Development Notes</h1>
218
219 <ul>
220 <li>
221 When looking to this code by the first time start in lp_state_fs.c, and
222 then skim through the lp_bld_* functions called in there, and the comments
223 at the top of the lp_bld_*.c functions.
224 </li>
225 <li>
226 The driver-independent parts of the LLVM / Gallium code are found in
227 src/gallium/auxiliary/gallivm/. The filenames and function prefixes
228 need to be renamed from "lp_bld_" to something else though.
229 </li>
230 <li>
231 We use LLVM-C bindings for now. They are not documented, but follow the C++
232 interfaces very closely, and appear to be complete enough for code
233 generation. See
234 <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
235 this stand-alone example</a>. See the llvm-c/Core.h file for reference.
236 </li>
237 </ul>
238
239 <h1 id="recommended_reading">Recommended Reading</h1>
240
241 <ul>
242 <li>
243 <p>Rasterization</p>
244 <ul>
245 <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li>
246 <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>
247 <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li>
248 <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li>
249 <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li>
250 </ul>
251 </li>
252 <li>
253 <p>Texture sampling</p>
254 <ul>
255 <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li>
256 <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li>
257 <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li>
258 <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li>
259 <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li>
260 <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li>
261 </ul>
262 </li>
263 <li>
264 <p>SIMD</p>
265 <ul>
266 <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li>
267 </ul>
268 </li>
269 <li>
270 <p>Optimization</p>
271 <ul>
272 <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li>
273 <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>
274 <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li>
275 <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li>
276 </ul>
277 </li>
278 <li>
279 <p>LLVM</p>
280 <ul>
281 <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li>
282 <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li>
283 </ul>
284 </li>
285 <li>
286 <p>General</p>
287 <ul>
288 <li><a href="http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li>
289 <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
290 </ul>
291 </li>
292 </ul>
293
294 </div>
295 </body>
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