The Gallium llvmpipe driver is a software rasterizer that uses LLVM to
do runtime code generation.
Shaders, point/line/triangle rasterization and vertex processing are
-implemented with LLVM IR which is translated to x86 or x86-64 machine
+implemented with LLVM IR which is translated to x86, x86-64, or ppc64le machine
code.
Also, the driver is multithreaded to take advantage of multiple CPU cores
(up to 8 at this time).
<ul>
<li>
- <p>An x86 or amd64 processor; 64-bit mode recommended.</p>
<p>
- Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will
+ For x86 or amd64 processors, 64-bit mode is recommended.
+ Support for SSE2 is strongly encouraged. Support for SSE3 and SSE4.1 will
yield the most efficient code. The fewer features the CPU has the more
- likely is that you run into underperforming, buggy, or incomplete code.
+ likely it is that you will run into underperforming, buggy, or incomplete code.
+ </p>
+ <p>
+ For ppc64le processors, use of the Altivec feature (the Vector
+ Facility) is recommended if supported; use of the VSX feature (the
+ Vector-Scalar Facility) is recommended if supported AND Mesa is
+ built with LLVM version 4.0 or later.
</p>
<p>
See /proc/cpuinfo to know what your CPU supports.
</p>
</li>
<li>
- <p>LLVM: version 3.4 recommended; 3.1 or later required.</p>
+ <p>Unless otherwise stated, LLVM version 3.4 is recommended; 3.3 or later is required.</p>
<p>
For Linux, on a recent Debian based distribution do:
</p>
<pre>
aptitude install llvm-dev
</pre>
+ <p>
+ If you want development snapshot builds of LLVM for Debian and derived
+ distributions like Ubuntu, you can use the APT repository at <a
+ href="https://apt.llvm.org/" title="Debian Development packages for LLVM"
+ >apt.llvm.org</a>, which are maintained by Debian's LLVM maintainer.
+ </p>
<p>
For a RPM-based distribution do:
</p>
</pre>
<p>
- For Windows you will need to build LLVM from source with MSVC or MINGW
- (either natively or through cross compilers) and CMake, and set the LLVM
- environment variable to the directory you installed it to.
+ For Windows you will need to build LLVM from source with MSVC or MINGW
+ (either natively or through cross compilers) and CMake, and set the LLVM
+ environment variable to the directory you installed it to.
LLVM will be statically linked, so when building on MSVC it needs to be
built with a matching CRT as Mesa, and you'll need to pass
- -DLLVM_USE_CRT_RELEASE=MTd for debug and checked builds,
- -DLLVM_USE_CRT_RELEASE=MTd for profile and release builds.
+ <code>-DLLVM_USE_CRT_xxx=yyy</code> as described below.
+ </p>
+
+ <table border="1">
+ <tr>
+ <th rowspan="2">LLVM build-type</th>
+ <th colspan="2" align="center">Mesa build-type</th>
+ </tr>
+ <tr>
+ <th>debug,checked</th>
+ <th>release,profile</th>
+ </tr>
+ <tr>
+ <th>Debug</th>
+ <td><code>-DLLVM_USE_CRT_DEBUG=MTd</code></td>
+ <td><code>-DLLVM_USE_CRT_DEBUG=MT</code></td>
+ </tr>
+ <tr>
+ <th>Release</th>
+ <td><code>-DLLVM_USE_CRT_RELEASE=MTd</code></td>
+ <td><code>-DLLVM_USE_CRT_RELEASE=MT</code></td>
+ </tr>
+ </table>
+ <p>
You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86
to cmake.
</p>
scons build=debug libgl-xlib
</pre>
-Alternatively, you can build it with GNU make, if you prefer, by invoking it as
-
+Alternatively, you can build it with autoconf/make with:
<pre>
- make linux-llvm
+ ./configure --enable-glx=gallium-xlib --with-gallium-drivers=swrast --disable-dri --disable-gbm --disable-egl
+ make
</pre>
but the rest of these instructions assume that scons is used.
<li><p>load this registry settings:</p>
<pre>REGEDIT4
-; http://technet.microsoft.com/en-us/library/cc749368.aspx
-; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596
+; https://technet.microsoft.com/en-us/library/cc749368.aspx
+; https://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL]
"DLL"="mesadrv.dll"
"DriverVersion"=dword:00000001
<h2>Linux perf integration</h2>
<p>
-On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>:
+On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>:
</p>
<pre>
<p>
When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with
symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm,
-which can be used by the bin/perf-annotate-jit script to produce disassembly of
+which can be used by the bin/perf-annotate-jit.py script to produce disassembly of
the generated code annotated with the samples.
</p>
<p>You can obtain a call graph via
-<a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p>
+<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p>
<h1>Unit testing</h1>
</ul>
<p>
-Some of this tests can output results and benchmarks to a tab-separated-file
-for posterior analysis, e.g.:
+Some of these tests can output results and benchmarks to a tab-separated file
+for later analysis, e.g.:
</p>
<pre>
build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv
<ul>
<li>
- When looking to this code by the first time start in lp_state_fs.c, and
- then skim through the lp_bld_* functions called in there, and the comments
+ When looking at this code for the first time, start in lp_state_fs.c, and
+ then skim through the lp_bld_* functions called there, and the comments
at the top of the lp_bld_*.c functions.
</li>
<li>
We use LLVM-C bindings for now. They are not documented, but follow the C++
interfaces very closely, and appear to be complete enough for code
generation. See
- <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
+ <a href="https://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
this stand-alone example</a>. See the llvm-c/Core.h file for reference.
</li>
</ul>
<li>
<p>Rasterization</p>
<ul>
- <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li>
+ <li><a href="https://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li>
<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>
<li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li>
<li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li>
- <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li>
+ <li><a href="https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li>
</ul>
</li>
<li>
<p>Texture sampling</p>
<ul>
<li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li>
- <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li>
+ <li><a href="https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li>
<li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li>
<li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li>
<li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li>
<li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li>
<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>
<li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li>
- <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li>
+ <li><a href="https://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li>
</ul>
</li>
<li>
<p>LLVM</p>
<ul>
<li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li>
- <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li>
+ <li><a href="https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li>
</ul>
</li>
<li>
<p>General</p>
<ul>
- <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>
- <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
+ <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>
+ <li><a href="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
</ul>
</li>
</ul>