GL Dispatch
Several factors combine to make efficient dispatch of OpenGL functions fairly complicated. This document attempts to explain some of the issues and introduce the reader to Mesa's implementation. Readers already familiar with the issues around GL dispatch can safely skip ahead to the overview of Mesa's implementation.
1. Complexity of GL Dispatch
Every GL application has at least one object called a GL context.
This object, which is an implicit parameter to every GL function, stores all
of the GL related state for the application. Every texture, every buffer
object, every enable, and much, much more is stored in the context. Since
an application can have more than one context, the context to be used is
selected by a window-system dependent function such as
glXMakeContextCurrent
.
In environments that implement OpenGL with X-Windows using GLX, every GL
function, including the pointers returned by glXGetProcAddress
, are
context independent. This means that no matter what context is
currently active, the same glVertex3fv
function is used.
This creates the first bit of dispatch complexity. An application can
have two GL contexts. One context is a direct rendering context where
function calls are routed directly to a driver loaded within the
application's address space. The other context is an indirect rendering
context where function calls are converted to GLX protocol and sent to a
server. The same glVertex3fv
has to do the right thing depending
on which context is current.
Highly optimized drivers or GLX protocol implementations may want to
change the behavior of GL functions depending on current state. For
example, glFogCoordf
may operate differently depending on whether
or not fog is enabled.
In multi-threaded environments, it is possible for each thread to have a
different GL context current. This means that poor old glVertex3fv
has to know which GL context is current in the thread where it is being
called.
2. Overview of Mesa's Implementation
Mesa uses two per-thread pointers. The first pointer stores the address of the context current in the thread, and the second pointer stores the address of the dispatch table associated with that context. The dispatch table stores pointers to functions that actually implement specific GL functions. Each time a new context is made current in a thread, these pointers a updated.
The implementation of functions such as glVertex3fv
becomes
conceptually simple:
- Fetch the current dispatch table pointer.
- Fetch the pointer to the real
glVertex3fv
function from the table. - Call the real function.
This can be implemented in just a few lines of C code. The file
src/mesa/glapi/glapitemp.h
contains code very similar to this.
void glVertex3f(GLfloat x, GLfloat y, GLfloat z) { const struct _glapi_table * const dispatch = GET_DISPATCH(); (*dispatch->Vertex3f)(x, y, z); }Sample dispatch function
The problem with this simple implementation is the large amount of overhead that it adds to every GL function call.
In a multithreaded environment, a naive implementation of
GET_DISPATCH
involves a call to pthread_getspecific
or a
similar function. Mesa provides a wrapper function called
_glapi_get_dispatch
that is used by default.
3. Optimizations
A number of optimizations have been made over the years to diminish the performance hit imposed by GL dispatch. This section describes these optimizations. The benefits of each optimization and the situations where each can or cannot be used are listed.
3.1. Dual dispatch table pointers
The vast majority of OpenGL applications use the API in a single threaded
manner. That is, the application has only one thread that makes calls into
the GL. In these cases, not only do the calls to
pthread_getspecific
hurt performance, but they are completely
unnecessary! It is possible to detect this common case and avoid these
calls.
Each time a new dispatch table is set, Mesa examines and records the ID of the executing thread. If the same thread ID is always seen, Mesa knows that the application is, from OpenGL's point of view, single threaded.
As long as an application is single threaded, Mesa stores a pointer to
the dispatch table in a global variable called _glapi_Dispatch
.
The pointer is also stored in a per-thread location via
pthread_setspecific
. When Mesa detects that an application has
become multithreaded, NULL
is stored in _glapi_Dispatch
.
Using this simple mechanism the dispatch functions can detect the
multithreaded case by comparing _glapi_Dispatch
to NULL
.
The resulting implementation of GET_DISPATCH
is slightly more
complex, but it avoids the expensive pthread_getspecific
call in
the common case.
#define GET_DISPATCH() \ (_glapi_Dispatch != NULL) \ ? _glapi_Dispatch : pthread_getspecific(&_glapi_Dispatch_key)Improved GET_DISPATCH
Implementation
3.2. ELF TLS
Starting with the 2.4.20 Linux kernel, each thread is allocated an area
of per-thread, global storage. Variables can be put in this area using some
extensions to GCC. By storing the dispatch table pointer in this area, the
expensive call to pthread_getspecific
and the test of
_glapi_Dispatch
can be avoided.
The dispatch table pointer is stored in a new variable called
_glapi_tls_Dispatch
. A new variable name is used so that a single
libGL can implement both interfaces. This allows the libGL to operate with
direct rendering drivers that use either interface. Once the pointer is
properly declared, GET_DISPACH
becomes a simple variable
reference.
extern __thread struct _glapi_table *_glapi_tls_Dispatch __attribute__((tls_model("initial-exec"))); #define GET_DISPATCH() _glapi_tls_DispatchTLS GET_DISPATCH
Implementation
Use of this path is controlled by the preprocessor define
USE_ELF_TLS
. Any platform capable of using ELF TLS should use this
as the default dispatch method.
3.3. Assembly Language Dispatch Stubs
Many platforms has difficulty properly optimizing the tail-call in the dispatch stubs. Platforms like x86 that pass parameters on the stack seem to have even more difficulty optimizing these routines. All of the dispatch routines are very short, and it is trivial to create optimal assembly language versions. The amount of optimization provided by using assembly stubs varies from platform to platform and application to application. However, by using the assembly stubs, many platforms can use an additional space optimization (see below).
The biggest hurdle to creating assembly stubs is handling the various ways that the dispatch table pointer can be accessed. There are four different methods that can be used:
- Using
_glapi_Dispatch
directly in builds for non-multithreaded environments. - Using
_glapi_Dispatch
and_glapi_get_dispatch
in multithreaded environments. - Using
_glapi_Dispatch
andpthread_getspecific
in multithreaded environments. - Using
_glapi_tls_Dispatch
directly in TLS enabled multithreaded environments.
People wishing to implement assembly stubs for new platforms should focus on #4 if the new platform supports TLS. Otherwise, implement #2 followed by #3. Environments that do not support multithreading are uncommon and not terribly relevant.
Selection of the dispatch table pointer access method is controlled by a few preprocessor defines.
- If
USE_ELF_TLS
is defined, method #3 is used. - If
HAVE_PTHREAD
is defined, method #2 is used. - If none of the preceding are defined, method #1 is used.
Two different techniques are used to handle the various different cases.
On x86 and SPARC, a macro called GL_STUB
is used. In the preamble
of the assembly source file different implementations of the macro are
selected based on the defined preprocessor variables. The assembly code
then consists of a series of invocations of the macros such as:
GL_STUB(Color3fv, _gloffset_Color3fv)SPARC Assembly Implementation of glColor3fv
The benefit of this technique is that changes to the calling pattern (i.e., addition of a new dispatch table pointer access method) require fewer changed lines in the assembly code.
However, this technique can only be used on platforms where the function
implementation does not change based on the parameters passed to the
function. For example, since x86 passes all parameters on the stack, no
additional code is needed to save and restore function parameters around a
call to pthread_getspecific
. Since x86-64 passes parameters in
registers, varying amounts of code needs to be inserted around the call to
pthread_getspecific
to save and restore the GL function's
parameters.
The other technique, used by platforms like x86-64 that cannot use the
first technique, is to insert #ifdef
within the assembly
implementation of each function. This makes the assembly file considerably
larger (e.g., 29,332 lines for glapi_x86-64.S
versus 1,155 lines for
glapi_x86.S
) and causes simple changes to the function
implementation to generate many lines of diffs. Since the assembly files
are typically generated by scripts (see below), this
isn't a significant problem.
Once a new assembly file is created, it must be inserted in the build
system. There are two steps to this. The file must first be added to
src/mesa/sources
. That gets the file built and linked. The second
step is to add the correct #ifdef
magic to
src/mesa/glapi/glapi_dispatch.c
to prevent the C version of the
dispatch functions from being built.
3.4. Fixed-Length Dispatch Stubs
To implement glXGetProcAddress
, Mesa stores a table that
associates function names with pointers to those functions. This table is
stored in src/mesa/glapi/glprocs.h
. For different reasons on
different platforms, storing all of those pointers is inefficient. On most
platforms, including all known platforms that support TLS, we can avoid this
added overhead.
If the assembly stubs are all the same size, the pointer need not be stored for every function. The location of the function can instead be calculated by multiplying the size of the dispatch stub by the offset of the function in the table. This value is then added to the address of the first dispatch stub.
This path is activated by adding the correct #ifdef
magic to
src/mesa/glapi/glapi.c
just before glprocs.h
is
included.