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 <h1>GL Dispatch in Mesa</h1> 10 11 <p>Several factors combine to make efficient dispatch of OpenGL functions 12 fairly complicated. This document attempts to explain some of the issues 13 and introduce the reader to Mesa's implementation. Readers already familiar 14 with the issues around GL dispatch can safely skip ahead to the <a 15 href="#overview">overview of Mesa's implementation</a>.</p> 16 17 <h2>1. Complexity of GL Dispatch</h2> 18 19 <p>Every GL application has at least one object called a GL <em>context</em>. 20 This object, which is an implicit parameter to ever GL function, stores all 21 of the GL related state for the application. Every texture, every buffer 22 object, every enable, and much, much more is stored in the context. Since 23 an application can have more than one context, the context to be used is 24 selected by a window-system dependent function such as 25 <tt>glXMakeContextCurrent</tt>.</p> 26 27 <p>In environments that implement OpenGL with X-Windows using GLX, every GL 28 function, including the pointers returned by <tt>glXGetProcAddress</tt>, are 29 <em>context independent</em>. This means that no matter what context is 30 currently active, the same <tt>glVertex3fv</tt> function is used.</p> 31 32 <p>This creates the first bit of dispatch complexity. An application can 33 have two GL contexts. One context is a direct rendering context where 34 function calls are routed directly to a driver loaded within the 35 application's address space. The other context is an indirect rendering 36 context where function calls are converted to GLX protocol and sent to a 37 server. The same <tt>glVertex3fv</tt> has to do the right thing depending 38 on which context is current.</p> 39 40 <p>Highly optimized drivers or GLX protocol implementations may want to 41 change the behavior of GL functions depending on current state. For 42 example, <tt>glFogCoordf</tt> may operate differently depending on whether 43 or not fog is enabled.</p> 44 45 <p>In multi-threaded environments, it is possible for each thread to have a 46 differnt GL context current. This means that poor old <tt>glVertex3fv</tt> 47 has to know which GL context is current in the thread where it is being 48 called.</p> 49 50 <h2 id="overview">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->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 naive 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>HAVE_PTHREAD</tt> is defined, method #3 is used.</li> 201 <li>If <tt>WIN32_THREADS</tt> is defined, method #2 is used.</li> 202 <li>If none of the preceeding are defined, method #1 is used.</li> 203 </ul> 204 205 <p>Two different techniques are used to handle the various different cases. 206 On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble 207 of the assembly source file different implementations of the macro are 208 selected based on the defined preprocessor variables. The assmebly code 209 then consists of a series of invocations of the macros such as: 210 211 <blockquote> 212 <table border="1"> 213 <tr><td><pre> 214 GL_STUB(Color3fv, _gloffset_Color3fv) 215 </pre></td></tr> 216 <tr><td>SPARC Assembly Implementation of <tt>glColor3fv</tt></td></tr></table> 217 </blockquote> 218 219 <p>The benefit of this technique is that changes to the calling pattern 220 (i.e., addition of a new dispatch table pointer access method) require fewer 221 changed lines in the assembly code.</p> 222 223 <p>However, this technique can only be used on platforms where the function 224 implementation does not change based on the parameters passed to the 225 function. For example, since x86 passes all parameters on the stack, no 226 additional code is needed to save and restore function parameters around a 227 call to <tt>pthread_getspecific</tt>. Since x86-64 passes parameters in 228 registers, varying amounts of code needs to be inserted around the call to 229 <tt>pthread_getspecific</tt> to save and restore the GL function's 230 parameters.</p> 231 232 <p>The other technique, used by platforms like x86-64 that cannot use the 233 first technique, is to insert <tt>#ifdef</tt> within the assembly 234 implementation of each function. This makes the assembly file considerably 235 larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for 236 <tt>glapi_x86.S</tt>) and causes simple changes to the function 237 implementation to generate many lines of diffs. Since the assmebly files 238 are typically generated by scripts (see <a href="#autogen">below</a>), this 239 isn't a significant problem.</p> 240 241 <p>Once a new assembly file is created, it must be inserted in the build 242 system. There are two steps to this. The file must first be added to 243 <tt>src/mesa/sources</tt>. That gets the file built and linked. The second 244 step is to add the correct <tt>#ifdef</tt> magic to 245 <tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the 246 dispatch functions from being built.</p> 247 248 <h3 id="fixedsize">3.4. Fixed-Length Dispatch Stubs</h3> 249 250 <p>To implement <tt>glXGetProcAddress</tt>, Mesa stores a table that 251 associates function names with pointers to those functions. This table is 252 stored in <tt>src/mesa/glapi/glprocs.h</tt>. For different reasons on 253 different platforms, storing all of those pointers is inefficient. On most 254 platforms, including all known platforms that support TLS, we can avoid this 255 added overhead.</p> 256 257 <p>If the assembly stubs are all the same size, the pointer need not be 258 stored for every function. The location of the function can instead be 259 calculated by multiplying the size of the dispatch stub by the offset of the 260 function in the table. This value is then added to the address of the first 261 dispatch stub.</p> 262 263 <p>This path is activated by adding the correct <tt>#ifdef</tt> magic to 264 <tt>src/mesa/glapi/glapi.c</tt> just before <tt>glprocs.h</tt> is 265 included.</p> 266 267 <h2 id="autogen">4. Automatic Generation of Dispatch Stubs</h2> 268 269 </body> 270 </html> 271