etnaviv: Fix disabling early-z rejection on GC7000L (HALTI5)
[mesa.git] / docs / dispatch.rst
1 GL Dispatch
2 ===========
3
4 Several factors combine to make efficient dispatch of OpenGL functions
5 fairly complicated. This document attempts to explain some of the issues
6 and introduce the reader to Mesa's implementation. Readers already
7 familiar with the issues around GL dispatch can safely skip ahead to the
8 :ref:`overview of Mesa's implementation <overview>`.
9
10 1. Complexity of GL Dispatch
11 ----------------------------
12
13 Every GL application has at least one object called a GL *context*. This
14 object, which is an implicit parameter to every GL function, stores all
15 of the GL related state for the application. Every texture, every buffer
16 object, every enable, and much, much more is stored in the context.
17 Since an application can have more than one context, the context to be
18 used is selected by a window-system dependent function such as
19 ``glXMakeContextCurrent``.
20
21 In environments that implement OpenGL with X-Windows using GLX, every GL
22 function, including the pointers returned by ``glXGetProcAddress``, are
23 *context independent*. This means that no matter what context is
24 currently active, the same ``glVertex3fv`` function is used.
25
26 This creates the first bit of dispatch complexity. An application can
27 have two GL contexts. One context is a direct rendering context where
28 function calls are routed directly to a driver loaded within the
29 application's address space. The other context is an indirect rendering
30 context where function calls are converted to GLX protocol and sent to a
31 server. The same ``glVertex3fv`` has to do the right thing depending on
32 which context is current.
33
34 Highly optimized drivers or GLX protocol implementations may want to
35 change the behavior of GL functions depending on current state. For
36 example, ``glFogCoordf`` may operate differently depending on whether or
37 not fog is enabled.
38
39 In multi-threaded environments, it is possible for each thread to have a
40 different GL context current. This means that poor old ``glVertex3fv``
41 has to know which GL context is current in the thread where it is being
42 called.
43
44 .. _overview:
45
46 2. Overview of Mesa's Implementation
47 ------------------------------------
48
49 Mesa uses two per-thread pointers. The first pointer stores the address
50 of the context current in the thread, and the second pointer stores the
51 address of the *dispatch table* associated with that context. The
52 dispatch table stores pointers to functions that actually implement
53 specific GL functions. Each time a new context is made current in a
54 thread, these pointers a updated.
55
56 The implementation of functions such as ``glVertex3fv`` becomes
57 conceptually simple:
58
59 - Fetch the current dispatch table pointer.
60 - Fetch the pointer to the real ``glVertex3fv`` function from the
61 table.
62 - Call the real function.
63
64 This can be implemented in just a few lines of C code. The file
65 ``src/mesa/glapi/glapitemp.h`` contains code very similar to this.
66
67 .. code-block:: c
68 :caption: Sample dispatch function
69
70 void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
71 {
72 const struct _glapi_table * const dispatch = GET_DISPATCH();
73
74 (*dispatch->Vertex3f)(x, y, z);
75 }
76
77 The problem with this simple implementation is the large amount of
78 overhead that it adds to every GL function call.
79
80 In a multithreaded environment, a naive implementation of
81 ``GET_DISPATCH`` involves a call to ``pthread_getspecific`` or a similar
82 function. Mesa provides a wrapper function called
83 ``_glapi_get_dispatch`` that is used by default.
84
85 3. Optimizations
86 ----------------
87
88 A number of optimizations have been made over the years to diminish the
89 performance hit imposed by GL dispatch. This section describes these
90 optimizations. The benefits of each optimization and the situations
91 where each can or cannot be used are listed.
92
93 3.1. Dual dispatch table pointers
94 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
95
96 The vast majority of OpenGL applications use the API in a single
97 threaded manner. That is, the application has only one thread that makes
98 calls into the GL. In these cases, not only do the calls to
99 ``pthread_getspecific`` hurt performance, but they are completely
100 unnecessary! It is possible to detect this common case and avoid these
101 calls.
102
103 Each time a new dispatch table is set, Mesa examines and records the ID
104 of the executing thread. If the same thread ID is always seen, Mesa
105 knows that the application is, from OpenGL's point of view, single
106 threaded.
107
108 As long as an application is single threaded, Mesa stores a pointer to
109 the dispatch table in a global variable called ``_glapi_Dispatch``. The
110 pointer is also stored in a per-thread location via
111 ``pthread_setspecific``. When Mesa detects that an application has
112 become multithreaded, ``NULL`` is stored in ``_glapi_Dispatch``.
113
114 Using this simple mechanism the dispatch functions can detect the
115 multithreaded case by comparing ``_glapi_Dispatch`` to ``NULL``. The
116 resulting implementation of ``GET_DISPATCH`` is slightly more complex,
117 but it avoids the expensive ``pthread_getspecific`` call in the common
118 case.
119
120 .. code-block:: c
121 :caption: Improved ``GET_DISPATCH`` Implementation
122
123 #define GET_DISPATCH() \
124 (_glapi_Dispatch != NULL) \
125 ? _glapi_Dispatch : pthread_getspecific(&_glapi_Dispatch_key)
126
127 3.2. ELF TLS
128 ~~~~~~~~~~~~
129
130 Starting with the 2.4.20 Linux kernel, each thread is allocated an area
131 of per-thread, global storage. Variables can be put in this area using
132 some extensions to GCC. By storing the dispatch table pointer in this
133 area, the expensive call to ``pthread_getspecific`` and the test of
134 ``_glapi_Dispatch`` can be avoided.
135
136 The dispatch table pointer is stored in a new variable called
137 ``_glapi_tls_Dispatch``. A new variable name is used so that a single
138 libGL can implement both interfaces. This allows the libGL to operate
139 with direct rendering drivers that use either interface. Once the
140 pointer is properly declared, ``GET_DISPACH`` becomes a simple variable
141 reference.
142
143 .. code-block:: c
144 :caption: TLS ``GET_DISPATCH`` Implementation
145
146 extern __thread struct _glapi_table *_glapi_tls_Dispatch
147 __attribute__((tls_model("initial-exec")));
148
149 #define GET_DISPATCH() _glapi_tls_Dispatch
150
151 Use of this path is controlled by the preprocessor define
152 ``USE_ELF_TLS``. Any platform capable of using ELF TLS should use this
153 as the default dispatch method.
154
155 3.3. Assembly Language Dispatch Stubs
156 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
157
158 Many platforms has difficulty properly optimizing the tail-call in the
159 dispatch stubs. Platforms like x86 that pass parameters on the stack
160 seem to have even more difficulty optimizing these routines. All of the
161 dispatch routines are very short, and it is trivial to create optimal
162 assembly language versions. The amount of optimization provided by using
163 assembly stubs varies from platform to platform and application to
164 application. However, by using the assembly stubs, many platforms can
165 use an additional space optimization (see :ref:`below <fixedsize>`).
166
167 The biggest hurdle to creating assembly stubs is handling the various
168 ways that the dispatch table pointer can be accessed. There are four
169 different methods that can be used:
170
171 #. Using ``_glapi_Dispatch`` directly in builds for non-multithreaded
172 environments.
173 #. Using ``_glapi_Dispatch`` and ``_glapi_get_dispatch`` in
174 multithreaded environments.
175 #. Using ``_glapi_Dispatch`` and ``pthread_getspecific`` in
176 multithreaded environments.
177 #. Using ``_glapi_tls_Dispatch`` directly in TLS enabled multithreaded
178 environments.
179
180 People wishing to implement assembly stubs for new platforms should
181 focus on #4 if the new platform supports TLS. Otherwise, implement #2
182 followed by #3. Environments that do not support multithreading are
183 uncommon and not terribly relevant.
184
185 Selection of the dispatch table pointer access method is controlled by a
186 few preprocessor defines.
187
188 - If ``USE_ELF_TLS`` is defined, method #3 is used.
189 - If ``HAVE_PTHREAD`` is defined, method #2 is used.
190 - If none of the preceding are defined, method #1 is used.
191
192 Two different techniques are used to handle the various different cases.
193 On x86 and SPARC, a macro called ``GL_STUB`` is used. In the preamble of
194 the assembly source file different implementations of the macro are
195 selected based on the defined preprocessor variables. The assembly code
196 then consists of a series of invocations of the macros such as:
197
198 .. code-block:: c
199 :caption: SPARC Assembly Implementation of ``glColor3fv``
200
201 GL_STUB(Color3fv, _gloffset_Color3fv)
202
203 The benefit of this technique is that changes to the calling pattern
204 (i.e., addition of a new dispatch table pointer access method) require
205 fewer changed lines in the assembly code.
206
207 However, this technique can only be used on platforms where the function
208 implementation does not change based on the parameters passed to the
209 function. For example, since x86 passes all parameters on the stack, no
210 additional code is needed to save and restore function parameters around
211 a call to ``pthread_getspecific``. Since x86-64 passes parameters in
212 registers, varying amounts of code needs to be inserted around the call
213 to ``pthread_getspecific`` to save and restore the GL function's
214 parameters.
215
216 The other technique, used by platforms like x86-64 that cannot use the
217 first technique, is to insert ``#ifdef`` within the assembly
218 implementation of each function. This makes the assembly file
219 considerably larger (e.g., 29,332 lines for ``glapi_x86-64.S`` versus
220 1,155 lines for ``glapi_x86.S``) and causes simple changes to the
221 function implementation to generate many lines of diffs. Since the
222 assembly files are typically generated by scripts, this isn't a
223 significant problem.
224
225 Once a new assembly file is created, it must be inserted in the build
226 system. There are two steps to this. The file must first be added to
227 ``src/mesa/sources``. That gets the file built and linked. The second
228 step is to add the correct ``#ifdef`` magic to
229 ``src/mesa/glapi/glapi_dispatch.c`` to prevent the C version of the
230 dispatch functions from being built.
231
232 .. _fixedsize:
233
234 3.4. Fixed-Length Dispatch Stubs
235 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
236
237 To implement ``glXGetProcAddress``, Mesa stores a table that associates
238 function names with pointers to those functions. This table is stored in
239 ``src/mesa/glapi/glprocs.h``. For different reasons on different
240 platforms, storing all of those pointers is inefficient. On most
241 platforms, including all known platforms that support TLS, we can avoid
242 this added overhead.
243
244 If the assembly stubs are all the same size, the pointer need not be
245 stored for every function. The location of the function can instead be
246 calculated by multiplying the size of the dispatch stub by the offset of
247 the function in the table. This value is then added to the address of
248 the first dispatch stub.
249
250 This path is activated by adding the correct ``#ifdef`` magic to
251 ``src/mesa/glapi/glapi.c`` just before ``glprocs.h`` is included.