</head>
<body>
+<div class="header">
+ <h1>The Mesa 3D Graphics Library</h1>
+</div>
+
+<iframe src="contents.html"></iframe>
+<div class="content">
+
<h1>Introduction</h1>
<p>
<ul>
<li>
- <p>An x86 or amd64 processor; 64-bit mode recommended.</p
+ <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
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 is that you run into underperforming, buggy, or incomplete code.
</p>
<p>
See /proc/cpuinfo to know what your CPU supports.
</p>
</li>
<li>
- <p>LLVM: version 2.9 recommended; 2.6 or later required.</p>
- <b>NOTE</b>: LLVM 2.8 and earlier will not work on systems that support the
+ <p>LLVM: version 2.9 recommended; 2.6 or later required.</p>
+ <p><b>NOTE</b>: LLVM 2.8 and earlier will not work on systems that support the
Intel AVX extensions (e.g. Sandybridge). LLVM's code generator will
fail when trying to emit AVX instructions. This was fixed in LLVM 2.9.
</p>
<pre>
aptitude install llvm-dev
</pre>
+ <p>
For a RPM-based distribution do:
</p>
<pre>
</ul>
-
-
<h1>Building</h1>
To build everything on Linux invoke scons as:
<h1>Profiling</h1>
-To profile llvmpipe you should pass the options
-
+<p>
+To profile llvmpipe you should build as
+</p>
<pre>
scons build=profile <same-as-before>
</pre>
+<p>
This will ensure that frame pointers are used both in C and JIT functions, and
that no tail call optimizations are done by gcc.
+</p>
-To better profile JIT code you'll need to build LLVM with oprofile integration.
-
-<pre>
- ./configure \
- --prefix=$install_dir \
- --enable-optimized \
- --disable-profiling \
- --enable-targets=host-only \
- --with-oprofile
-
- make -C "$build_dir"
- make -C "$build_dir" install
-
- find "$install_dir/lib" -iname '*.a' -print0 | xargs -0 strip --strip-debug
-</pre>
+<h2>Linux perf integration</h2>
-The you should define
+<p>
+On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>:
+</p>
<pre>
- export LLVM=/path/to/llvm-2.6-profile
+ perf record -g /my/application
+ perf report
</pre>
-and rebuild.
+<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
+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>
<h1>Unit testing</h1>
build/linux-???-debug/gallium/drivers/llvmpipe:
</p>
-</ul>
+<ul>
<li> lp_test_blend: blending
<li> lp_test_conv: SIMD vector conversion
<li> lp_test_format: pixel unpacking/packing
<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
- at the top of the lp_bld_*.c functions.
+ at the top of the lp_bld_*.c functions.
</li>
<li>
The driver-independent parts of the LLVM / Gallium code are found in
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
- http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html
- for a stand-alone example. See the llvm-c/Core.h file for reference.
+ <a href="http://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>
+<h1 id="recommended_reading">Recommended Reading</h1>
+
+<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="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>
+ </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="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://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li>
+ </ul>
+ </li>
+ <li>
+ <p>SIMD</p>
+ <ul>
+ <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li>
+ </ul>
+ </li>
+ <li>
+ <p>Optimization</p>
+ <ul>
+ <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>
+ </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>
+ </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>
+ </ul>
+ </li>
+</ul>
+
+</div>
</body>
</html>