1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2 <html lang="en"> 3 <head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>GL Dispatch in Mesa</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7 </head> 8 <body> 9 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>GL Dispatch in Mesa</h1> 18 19 <p>Several factors combine to make efficient dispatch of OpenGL functions 20 fairly complicated. This document attempts to explain some of the issues 21 and introduce the reader to Mesa's implementation. Readers already familiar 22 with the issues around GL dispatch can safely skip ahead to the <a 23 href="#overview">overview of Mesa's implementation</a>.</p> 24 25 <h2>1. Complexity of GL Dispatch</h2> 26 27 <p>Every GL application has at least one object called a GL <em>context</em>. 28 This object, which is an implicit parameter to every GL function, stores all 29 of the GL related state for the application. Every texture, every buffer 30 object, every enable, and much, much more is stored in the context. Since 31 an application can have more than one context, the context to be used is 32 selected by a window-system dependent function such as 33 <tt>glXMakeContextCurrent</tt>.</p> 34 35 <p>In environments that implement OpenGL with X-Windows using GLX, every GL 36 function, including the pointers returned by <tt>glXGetProcAddress</tt>, are 37 <em>context independent</em>. This means that no matter what context is 38 currently active, the same <tt>glVertex3fv</tt> function is used.</p> 39 40 <p>This creates the first bit of dispatch complexity. An application can 41 have two GL contexts. One context is a direct rendering context where 42 function calls are routed directly to a driver loaded within the 43 application's address space. The other context is an indirect rendering 44 context where function calls are converted to GLX protocol and sent to a 45 server. The same <tt>glVertex3fv</tt> has to do the right thing depending 46 on which context is current.</p> 47 48 <p>Highly optimized drivers or GLX protocol implementations may want to 49 change the behavior of GL functions depending on current state. For 50 example, <tt>glFogCoordf</tt> may operate differently depending on whether 51 or not fog is enabled.</p> 52 53 <p>In multi-threaded environments, it is possible for each thread to have a 54 different GL context current. This means that poor old <tt>glVertex3fv</tt> 55 has to know which GL context is current in the thread where it is being 56 called.</p> 57 58 <h2 id="overview">2. Overview of Mesa's Implementation</h2> 59 60 <p>Mesa uses two per-thread pointers. The first pointer stores the address 61 of the context current in the thread, and the second pointer stores the 62 address of the <em>dispatch table</em> associated with that context. The 63 dispatch table stores pointers to functions that actually implement 64 specific GL functions. Each time a new context is made current in a thread, 65 these pointers a updated.</p> 66 67 <p>The implementation of functions such as <tt>glVertex3fv</tt> becomes 68 conceptually simple:</p> 69 70 <ul> 71 <li>Fetch the current dispatch table pointer.</li> 72 <li>Fetch the pointer to the real <tt>glVertex3fv</tt> function from the 73 table.</li> 74 <li>Call the real function.</li> 75 </ul> 76 77 <p>This can be implemented in just a few lines of C code. The file 78 <tt>src/mesa/glapi/glapitemp.h</tt> contains code very similar to this.</p> 79 80 <blockquote> 81 <table border="1"> 82 <tr><td><pre> 83 void glVertex3f(GLfloat x, GLfloat y, GLfloat z) 84 { 85 const struct _glapi_table * const dispatch = GET_DISPATCH(); 86 87 (*dispatch->Vertex3f)(x, y, z); 88 }</pre></td></tr> 89 <tr><td>Sample dispatch function</td></tr></table> 90 </blockquote> 91 92 <p>The problem with this simple implementation is the large amount of 93 overhead that it adds to every GL function call.</p> 94 95 <p>In a multithreaded environment, a naive implementation of 96 <tt>GET_DISPATCH</tt> involves a call to <tt>pthread_getspecific</tt> or a 97 similar function. Mesa provides a wrapper function called 98 <tt>_glapi_get_dispatch</tt> that is used by default.</p> 99 100 <h2>3. Optimizations</h2> 101 102 <p>A number of optimizations have been made over the years to diminish the 103 performance hit imposed by GL dispatch. This section describes these 104 optimizations. The benefits of each optimization and the situations where 105 each can or cannot be used are listed.</p> 106 107 <h3>3.1. Dual dispatch table pointers</h3> 108 109 <p>The vast majority of OpenGL applications use the API in a single threaded 110 manner. That is, the application has only one thread that makes calls into 111 the GL. In these cases, not only do the calls to 112 <tt>pthread_getspecific</tt> hurt performance, but they are completely 113 unnecessary! It is possible to detect this common case and avoid these 114 calls.</p> 115 116 <p>Each time a new dispatch table is set, Mesa examines and records the ID 117 of the executing thread. If the same thread ID is always seen, Mesa knows 118 that the application is, from OpenGL's point of view, single threaded.</p> 119 120 <p>As long as an application is single threaded, Mesa stores a pointer to 121 the dispatch table in a global variable called <tt>_glapi_Dispatch</tt>. 122 The pointer is also stored in a per-thread location via 123 <tt>pthread_setspecific</tt>. When Mesa detects that an application has 124 become multithreaded, <tt>NULL</tt> is stored in <tt>_glapi_Dispatch</tt>.</p> 125 126 <p>Using this simple mechanism the dispatch functions can detect the 127 multithreaded case by comparing <tt>_glapi_Dispatch</tt> to <tt>NULL</tt>. 128 The resulting implementation of <tt>GET_DISPATCH</tt> is slightly more 129 complex, but it avoids the expensive <tt>pthread_getspecific</tt> call in 130 the common case.</p> 131 132 <blockquote> 133 <table border="1"> 134 <tr><td><pre> 135 #define GET_DISPATCH() \ 136 (_glapi_Dispatch != NULL) \ 137 ? _glapi_Dispatch : pthread_getspecific(&_glapi_Dispatch_key) 138 </pre></td></tr> 139 <tr><td>Improved <tt>GET_DISPATCH</tt> Implementation</td></tr></table> 140 </blockquote> 141 142 <h3>3.2. ELF TLS</h3> 143 144 <p>Starting with the 2.4.20 Linux kernel, each thread is allocated an area 145 of per-thread, global storage. Variables can be put in this area using some 146 extensions to GCC. By storing the dispatch table pointer in this area, the 147 expensive call to <tt>pthread_getspecific</tt> and the test of 148 <tt>_glapi_Dispatch</tt> can be avoided.</p> 149 150 <p>The dispatch table pointer is stored in a new variable called 151 <tt>_glapi_tls_Dispatch</tt>. A new variable name is used so that a single 152 libGL can implement both interfaces. This allows the libGL to operate with 153 direct rendering drivers that use either interface. Once the pointer is 154 properly declared, <tt>GET_DISPACH</tt> becomes a simple variable 155 reference.</p> 156 157 <blockquote> 158 <table border="1"> 159 <tr><td><pre> 160 extern __thread struct _glapi_table *_glapi_tls_Dispatch 161 __attribute__((tls_model("initial-exec"))); 162 163 #define GET_DISPATCH() _glapi_tls_Dispatch 164 </pre></td></tr> 165 <tr><td>TLS <tt>GET_DISPATCH</tt> Implementation</td></tr></table> 166 </blockquote> 167 168 <p>Use of this path is controlled by the preprocessor define 169 <tt>GLX_USE_TLS</tt>. Any platform capable of using TLS should use this as 170 the default dispatch method.</p> 171 172 <h3>3.3. Assembly Language Dispatch Stubs</h3> 173 174 <p>Many platforms has difficulty properly optimizing the tail-call in the 175 dispatch stubs. Platforms like x86 that pass parameters on the stack seem 176 to have even more difficulty optimizing these routines. All of the dispatch 177 routines are very short, and it is trivial to create optimal assembly 178 language versions. The amount of optimization provided by using assembly 179 stubs varies from platform to platform and application to application. 180 However, by using the assembly stubs, many platforms can use an additional 181 space optimization (see <a href="#fixedsize">below</a>).</p> 182 183 <p>The biggest hurdle to creating assembly stubs is handling the various 184 ways that the dispatch table pointer can be accessed. There are four 185 different methods that can be used:</p> 186 187 <ol> 188 <li>Using <tt>_glapi_Dispatch</tt> directly in builds for non-multithreaded 189 environments.</li> 190 <li>Using <tt>_glapi_Dispatch</tt> and <tt>_glapi_get_dispatch</tt> in 191 multithreaded environments.</li> 192 <li>Using <tt>_glapi_Dispatch</tt> and <tt>pthread_getspecific</tt> in 193 multithreaded environments.</li> 194 <li>Using <tt>_glapi_tls_Dispatch</tt> directly in TLS enabled 195 multithreaded environments.</li> 196 </ol> 197 198 <p>People wishing to implement assembly stubs for new platforms should focus 199 on #4 if the new platform supports TLS. Otherwise, implement #2 followed by 200 #3. Environments that do not support multithreading are uncommon and not 201 terribly relevant.</p> 202 203 <p>Selection of the dispatch table pointer access method is controlled by a 204 few preprocessor defines.</p> 205 206 <ul> 207 <li>If <tt>GLX_USE_TLS</tt> is defined, method #3 is used.</li> 208 <li>If <tt>HAVE_PTHREAD</tt> is defined, method #2 is used.</li> 209 <li>If none of the preceding are defined, method #1 is used.</li> 210 </ul> 211 212 <p>Two different techniques are used to handle the various different cases. 213 On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble 214 of the assembly source file different implementations of the macro are 215 selected based on the defined preprocessor variables. The assembly code 216 then consists of a series of invocations of the macros such as: 217 218 <blockquote> 219 <table border="1"> 220 <tr><td><pre> 221 GL_STUB(Color3fv, _gloffset_Color3fv) 222 </pre></td></tr> 223 <tr><td>SPARC Assembly Implementation of <tt>glColor3fv</tt></td></tr></table> 224 </blockquote> 225 226 <p>The benefit of this technique is that changes to the calling pattern 227 (i.e., addition of a new dispatch table pointer access method) require fewer 228 changed lines in the assembly code.</p> 229 230 <p>However, this technique can only be used on platforms where the function 231 implementation does not change based on the parameters passed to the 232 function. For example, since x86 passes all parameters on the stack, no 233 additional code is needed to save and restore function parameters around a 234 call to <tt>pthread_getspecific</tt>. Since x86-64 passes parameters in 235 registers, varying amounts of code needs to be inserted around the call to 236 <tt>pthread_getspecific</tt> to save and restore the GL function's 237 parameters.</p> 238 239 <p>The other technique, used by platforms like x86-64 that cannot use the 240 first technique, is to insert <tt>#ifdef</tt> within the assembly 241 implementation of each function. This makes the assembly file considerably 242 larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for 243 <tt>glapi_x86.S</tt>) and causes simple changes to the function 244 implementation to generate many lines of diffs. Since the assembly files 245 are typically generated by scripts (see <a href="#autogen">below</a>), this 246 isn't a significant problem.</p> 247 248 <p>Once a new assembly file is created, it must be inserted in the build 249 system. There are two steps to this. The file must first be added to 250 <tt>src/mesa/sources</tt>. That gets the file built and linked. The second 251 step is to add the correct <tt>#ifdef</tt> magic to 252 <tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the 253 dispatch functions from being built.</p> 254 255 <h3 id="fixedsize">3.4. Fixed-Length Dispatch Stubs</h3> 256 257 <p>To implement <tt>glXGetProcAddress</tt>, Mesa stores a table that 258 associates function names with pointers to those functions. This table is 259 stored in <tt>src/mesa/glapi/glprocs.h</tt>. For different reasons on 260 different platforms, storing all of those pointers is inefficient. On most 261 platforms, including all known platforms that support TLS, we can avoid this 262 added overhead.</p> 263 264 <p>If the assembly stubs are all the same size, the pointer need not be 265 stored for every function. The location of the function can instead be 266 calculated by multiplying the size of the dispatch stub by the offset of the 267 function in the table. This value is then added to the address of the first 268 dispatch stub.</p> 269 270 <p>This path is activated by adding the correct <tt>#ifdef</tt> magic to 271 <tt>src/mesa/glapi/glapi.c</tt> just before <tt>glprocs.h</tt> is 272 included.</p> 273 274 <h2 id="autogen">4. Automatic Generation of Dispatch Stubs</h2> 275 276 </div> 277 </body> 278 </html> 279