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     11   <h1>The Mesa 3D Graphics Library</h1>
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     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-&gt;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 
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