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      8 <H1>GL Dispatch in Mesa</H1>
      9 
     10 <p>Several factors combine to make efficient dispatch of OpenGL functions
     11 fairly complicated.  This document attempts to explain some of the issues
     12 and introduce the reader to Mesa's implementation.  Readers already familiar
     13 with the issues around GL dispatch can safely skip ahead to the <A
     14 HREF="#overview">overview of Mesa's implementation</A>.</p>
     15 
     16 <H2>1. Complexity of GL Dispatch</H2>
     17 
     18 <p>Every GL application has at least one object called a GL <em>context</em>.
     19 This object, which is an implicit parameter to ever GL function, stores all
     20 of the GL related state for the application.  Every texture, every buffer
     21 object, every enable, and much, much more is stored in the context.  Since
     22 an application can have more than one context, the context to be used is
     23 selected by a window-system dependent function such as
     24 <tt>glXMakeContextCurrent</tt>.</p>
     25 
     26 <p>In environments that implement OpenGL with X-Windows using GLX, every GL
     27 function, including the pointers returned by <tt>glXGetProcAddress</tt>, are
     28 <em>context independent</em>.  This means that no matter what context is
     29 currently active, the same <tt>glVertex3fv</tt> function is used.</p>
     30 
     31 <p>This creates the first bit of dispatch complexity.  An application can
     32 have two GL contexts.  One context is a direct rendering context where
     33 function calls are routed directly to a driver loaded within the
     34 application's address space.  The other context is an indirect rendering
     35 context where function calls are converted to GLX protocol and sent to a
     36 server.  The same <tt>glVertex3fv</tt> has to do the right thing depending
     37 on which context is current.</p>
     38 
     39 <p>Highly optimized drivers or GLX protocol implementations may want to
     40 change the behavior of GL functions depending on current state.  For
     41 example, <tt>glFogCoordf</tt> may operate differently depending on whether
     42 or not fog is enabled.</p>
     43 
     44 <p>In multi-threaded environments, it is possible for each thread to have a
     45 differnt GL context current.  This means that poor old <tt>glVertex3fv</tt>
     46 has to know which GL context is current in the thread where it is being
     47 called.</p>
     48 
     49 <A NAME="overview"/>
     50 <H2>2. Overview of Mesa's Implementation</H2>
     51 
     52 <p>Mesa uses two per-thread pointers.  The first pointer stores the address
     53 of the context current in the thread, and the second pointer stores the
     54 address of the <em>dispatch table</em> associated with that context.  The
     55 dispatch table stores pointers to functions that actually implement
     56 specific GL functions.  Each time a new context is made current in a thread,
     57 these pointers a updated.</p>
     58 
     59 <p>The implementation of functions such as <tt>glVertex3fv</tt> becomes
     60 conceptually simple:</p>
     61 
     62 <ul>
     63 <li>Fetch the current dispatch table pointer.</li>
     64 <li>Fetch the pointer to the real <tt>glVertex3fv</tt> function from the
     65 table.</li>
     66 <li>Call the real function.</li>
     67 </ul>
     68 
     69 <p>This can be implemented in just a few lines of C code.  The file
     70 <tt>src/mesa/glapi/glapitemp.h</tt> contains code very similar to this.</p>
     71 
     72 <blockquote>
     73 <table border="1">
     74 <tr><td><pre>
     75 void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
     76 {
     77     const struct _glapi_table * const dispatch = GET_DISPATCH();
     78     
     79     (*dispatch-&gt;Vertex3f)(x, y, z);
     80 }</pre></td></tr>
     81 <tr><td>Sample dispatch function</td></tr></table>
     82 </blockquote>
     83 
     84 <p>The problem with this simple implementation is the large amount of
     85 overhead that it adds to every GL function call.</p>
     86 
     87 <p>In a multithreaded environment, a niave implementation of
     88 <tt>GET_DISPATCH</tt> involves a call to <tt>pthread_getspecific</tt> or a
     89 similar function.  Mesa provides a wrapper function called
     90 <tt>_glapi_get_dispatch</tt> that is used by default.</p>
     91 
     92 <H2>3. Optimizations</H2>
     93 
     94 <p>A number of optimizations have been made over the years to diminish the
     95 performance hit imposed by GL dispatch.  This section describes these
     96 optimizations.  The benefits of each optimization and the situations where
     97 each can or cannot be used are listed.</p>
     98 
     99 <H3>3.1. Dual dispatch table pointers</H3>
    100 
    101 <p>The vast majority of OpenGL applications use the API in a single threaded
    102 manner.  That is, the application has only one thread that makes calls into
    103 the GL.  In these cases, not only do the calls to
    104 <tt>pthread_getspecific</tt> hurt performance, but they are completely
    105 unnecessary!  It is possible to detect this common case and avoid these
    106 calls.</p>
    107 
    108 <p>Each time a new dispatch table is set, Mesa examines and records the ID
    109 of the executing thread.  If the same thread ID is always seen, Mesa knows
    110 that the application is, from OpenGL's point of view, single threaded.</p>
    111 
    112 <p>As long as an application is single threaded, Mesa stores a pointer to
    113 the dispatch table in a global variable called <tt>_glapi_Dispatch</tt>.
    114 The pointer is also stored in a per-thread location via
    115 <tt>pthread_setspecific</tt>.  When Mesa detects that an application has
    116 become multithreaded, <tt>NULL</tt> is stored in <tt>_glapi_Dispatch</tt>.</p>
    117 
    118 <p>Using this simple mechanism the dispatch functions can detect the
    119 multithreaded case by comparing <tt>_glapi_Dispatch</tt> to <tt>NULL</tt>.
    120 The resulting implementation of <tt>GET_DISPATCH</tt> is slightly more
    121 complex, but it avoids the expensive <tt>pthread_getspecific</tt> call in
    122 the common case.</p>
    123 
    124 <blockquote>
    125 <table border="1">
    126 <tr><td><pre>
    127 #define GET_DISPATCH() \
    128     (_glapi_Dispatch != NULL) \
    129         ? _glapi_Dispatch : pthread_getspecific(&_glapi_Dispatch_key)
    130 </pre></td></tr>
    131 <tr><td>Improved <tt>GET_DISPATCH</tt> Implementation</td></tr></table>
    132 </blockquote>
    133 
    134 <H3>3.2. ELF TLS</H3>
    135 
    136 <p>Starting with the 2.4.20 Linux kernel, each thread is allocated an area
    137 of per-thread, global storage.  Variables can be put in this area using some
    138 extensions to GCC.  By storing the dispatch table pointer in this area, the
    139 expensive call to <tt>pthread_getspecific</tt> and the test of
    140 <tt>_glapi_Dispatch</tt> can be avoided.</p>
    141 
    142 <p>The dispatch table pointer is stored in a new variable called
    143 <tt>_glapi_tls_Dispatch</tt>.  A new variable name is used so that a single
    144 libGL can implement both interfaces.  This allows the libGL to operate with
    145 direct rendering drivers that use either interface.  Once the pointer is
    146 properly declared, <tt>GET_DISPACH</tt> becomes a simple variable
    147 reference.</p>
    148 
    149 <blockquote>
    150 <table border="1">
    151 <tr><td><pre>
    152 extern __thread struct _glapi_table *_glapi_tls_Dispatch
    153     __attribute__((tls_model("initial-exec")));
    154 
    155 #define GET_DISPATCH() _glapi_tls_Dispatch
    156 </pre></td></tr>
    157 <tr><td>TLS <tt>GET_DISPATCH</tt> Implementation</td></tr></table>
    158 </blockquote>
    159 
    160 <p>Use of this path is controlled by the preprocessor define
    161 <tt>GLX_USE_TLS</tt>.  Any platform capable of using TLS should use this as
    162 the default dispatch method.</p>
    163 
    164 <H3>3.3. Assembly Language Dispatch Stubs</H3>
    165 
    166 <p>Many platforms has difficulty properly optimizing the tail-call in the
    167 dispatch stubs.  Platforms like x86 that pass parameters on the stack seem
    168 to have even more difficulty optimizing these routines.  All of the dispatch
    169 routines are very short, and it is trivial to create optimal assembly
    170 language versions.  The amount of optimization provided by using assembly
    171 stubs varies from platform to platform and application to application.
    172 However, by using the assembly stubs, many platforms can use an additional
    173 space optimization (see <A HREF="#fixedsize">below</A>).</p>
    174 
    175 <p>The biggest hurdle to creating assembly stubs is handling the various
    176 ways that the dispatch table pointer can be accessed.  There are four
    177 different methods that can be used:</p>
    178 
    179 <ol>
    180 <li>Using <tt>_glapi_Dispatch</tt> directly in builds for non-multithreaded
    181 environments.</li>
    182 <li>Using <tt>_glapi_Dispatch</tt> and <tt>_glapi_get_dispatch</tt> in
    183 multithreaded environments.</li>
    184 <li>Using <tt>_glapi_Dispatch</tt> and <tt>pthread_getspecific</tt> in
    185 multithreaded environments.</li>
    186 <li>Using <tt>_glapi_tls_Dispatch</tt> directly in TLS enabled
    187 multithreaded environments.</li>
    188 </ol>
    189 
    190 <p>People wishing to implement assembly stubs for new platforms should focus
    191 on #4 if the new platform supports TLS.  Otherwise, implement #2 followed by
    192 #3.  Environments that do not support multithreading are uncommon and not
    193 terribly relevant.</p>
    194 
    195 <p>Selection of the dispatch table pointer access method is controlled by a
    196 few preprocessor defines.</p>
    197 
    198 <ul>
    199 <li>If <tt>GLX_USE_TLS</tt> is defined, method #4 is used.</li>
    200 <li>If <tt>PTHREADS</tt> is defined, method #3 is used.</li>
    201 <li>If any of <tt>PTHREADS</tt>,
    202 <tt>WIN32_THREADS</tt>, or <tt>BEOS_THREADS</tt>
    203 is defined, method #2 is used.</li>
    204 <li>If none of the preceeding are defined, method #1 is used.</li>
    205 </ul>
    206 
    207 <p>Two different techniques are used to handle the various different cases.
    208 On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used.  In the preamble
    209 of the assembly source file different implementations of the macro are
    210 selected based on the defined preprocessor variables.  The assmebly code
    211 then consists of a series of invocations of the macros such as:
    212 
    213 <blockquote>
    214 <table border="1">
    215 <tr><td><pre>
    216 GL_STUB(Color3fv, _gloffset_Color3fv)
    217 </pre></td></tr>
    218 <tr><td>SPARC Assembly Implementation of <tt>glColor3fv</tt></td></tr></table>
    219 </blockquote>
    220 
    221 <p>The benefit of this technique is that changes to the calling pattern
    222 (i.e., addition of a new dispatch table pointer access method) require fewer
    223 changed lines in the assembly code.</p>
    224 
    225 <p>However, this technique can only be used on platforms where the function
    226 implementation does not change based on the parameters passed to the
    227 function.  For example, since x86 passes all parameters on the stack, no
    228 additional code is needed to save and restore function parameters around a
    229 call to <tt>pthread_getspecific</tt>.  Since x86-64 passes parameters in
    230 registers, varying amounts of code needs to be inserted around the call to
    231 <tt>pthread_getspecific</tt> to save and restore the GL function's
    232 parameters.</p>
    233 
    234 <p>The other technique, used by platforms like x86-64 that cannot use the
    235 first technique, is to insert <tt>#ifdef</tt> within the assembly
    236 implementation of each function.  This makes the assembly file considerably
    237 larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for
    238 <tt>glapi_x86.S</tt>) and causes simple changes to the function
    239 implementation to generate many lines of diffs.  Since the assmebly files
    240 are typically generated by scripts (see <A HREF="#autogen">below</A>), this
    241 isn't a significant problem.</p>
    242 
    243 <p>Once a new assembly file is created, it must be inserted in the build
    244 system.  There are two steps to this.  The file must first be added to
    245 <tt>src/mesa/sources</tt>.  That gets the file built and linked.  The second
    246 step is to add the correct <tt>#ifdef</tt> magic to
    247 <tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the
    248 dispatch functions from being built.</p>
    249 
    250 <A NAME="fixedsize"/>
    251 <H3>3.4. Fixed-Length Dispatch Stubs</H3>
    252 
    253 <p>To implement <tt>glXGetProcAddress</tt>, Mesa stores a table that
    254 associates function names with pointers to those functions.  This table is
    255 stored in <tt>src/mesa/glapi/glprocs.h</tt>.  For different reasons on
    256 different platforms, storing all of those pointers is inefficient.  On most
    257 platforms, including all known platforms that support TLS, we can avoid this
    258 added overhead.</p>
    259 
    260 <p>If the assembly stubs are all the same size, the pointer need not be
    261 stored for every function.  The location of the function can instead be
    262 calculated by multiplying the size of the dispatch stub by the offset of the
    263 function in the table.  This value is then added to the address of the first
    264 dispatch stub.</p>
    265 
    266 <p>This path is activated by adding the correct <tt>#ifdef</tt> magic to
    267 <tt>src/mesa/glapi/glapi.c</tt> just before <tt>glprocs.h</tt> is
    268 included.</p>
    269 
    270 <A NAME="autogen"/>
    271 <H2>4. Automatic Generation of Dispatch Stubs</H2>
    272 
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