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1GL Dispatch
2===========
3
4Several factors combine to make efficient dispatch of OpenGL functions
5fairly complicated. This document attempts to explain some of the issues
6and introduce the reader to Mesa's implementation. Readers already
7familiar with the issues around GL dispatch can safely skip ahead to the
8:ref:`overview of Mesa's implementation <overview>`.
9
101. Complexity of GL Dispatch
11----------------------------
12
13Every GL application has at least one object called a GL *context*. This
14object, which is an implicit parameter to every GL function, stores all
15of the GL related state for the application. Every texture, every buffer
16object, every enable, and much, much more is stored in the context.
17Since an application can have more than one context, the context to be
18used is selected by a window-system dependent function such as
19``glXMakeContextCurrent``.
20
21In environments that implement OpenGL with X-Windows using GLX, every GL
22function, including the pointers returned by ``glXGetProcAddress``, are
23*context independent*. This means that no matter what context is
24currently active, the same ``glVertex3fv`` function is used.
25
26This creates the first bit of dispatch complexity. An application can
27have two GL contexts. One context is a direct rendering context where
28function calls are routed directly to a driver loaded within the
29application's address space. The other context is an indirect rendering
30context where function calls are converted to GLX protocol and sent to a
31server. The same ``glVertex3fv`` has to do the right thing depending on
32which context is current.
33
34Highly optimized drivers or GLX protocol implementations may want to
35change the behavior of GL functions depending on current state. For
36example, ``glFogCoordf`` may operate differently depending on whether or
37not fog is enabled.
38
39In multi-threaded environments, it is possible for each thread to have a
40different GL context current. This means that poor old ``glVertex3fv``
41has to know which GL context is current in the thread where it is being
42called.
43
44.. _overview:
45
462. Overview of Mesa's Implementation
47------------------------------------
48
49Mesa uses two per-thread pointers. The first pointer stores the address
50of the context current in the thread, and the second pointer stores the
51address of the *dispatch table* associated with that context. The
52dispatch table stores pointers to functions that actually implement
53specific GL functions. Each time a new context is made current in a
54thread, these pointers are updated.
55
56The implementation of functions such as ``glVertex3fv`` becomes
57conceptually 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
64This 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
77The problem with this simple implementation is the large amount of
78overhead that it adds to every GL function call.
79
80In a multithreaded environment, a naive implementation of
81``GET_DISPATCH()`` involves a call to ``_glapi_get_dispatch()`` or
82``_glapi_tls_Dispatch``.
83
843. Optimizations
85----------------
86
87A number of optimizations have been made over the years to diminish the
88performance hit imposed by GL dispatch. This section describes these
89optimizations. The benefits of each optimization and the situations
90where each can or cannot be used are listed.
91
923.1. ELF TLS
93~~~~~~~~~~~~
94
95Starting with the 2.4.20 Linux kernel, each thread is allocated an area
96of per-thread, global storage. Variables can be put in this area using
97some extensions to GCC that called ``ELF TLS``. By storing the dispatch table
98pointer in this area, the expensive call to ``pthread_getspecific`` and
99the test of ``_glapi_Dispatch`` can be avoided. As we don't support for
100Linux kernel earlier than 2.4.20, so we can always using ``ELF TLS``.
101
102The dispatch table pointer is stored in a new variable called
103``_glapi_tls_Dispatch``. A new variable name is used so that a single
104libGL can implement both interfaces. This allows the libGL to operate
105with direct rendering drivers that use either interface. Once the
106pointer is properly declared, ``GET_DISPACH`` becomes a simple variable
107reference.
108
109.. code-block:: c
110   :caption: TLS ``GET_DISPATCH`` Implementation
111
112   extern __THREAD_INITIAL_EXEC struct _glapi_table *_glapi_tls_Dispatch;
113
114   #define GET_DISPATCH() _glapi_tls_Dispatch
115
1163.2. Assembly Language Dispatch Stubs
117~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
118
119Many platforms have difficulty properly optimizing the tail-call in the
120dispatch stubs. Platforms like x86 that pass parameters on the stack
121seem to have even more difficulty optimizing these routines. All of the
122dispatch routines are very short, and it is trivial to create optimal
123assembly language versions. The amount of optimization provided by using
124assembly stubs varies from platform to platform and application to
125application. However, by using the assembly stubs, many platforms can
126use an additional space optimization (see :ref:`below <fixedsize>`).
127
128The biggest hurdle to creating assembly stubs is handling the various
129ways that the dispatch table pointer can be accessed. There are four
130different methods that can be used:
131
132#. Using ``_glapi_Dispatch`` directly in builds for non-multithreaded
133   environments.
134#. Using ``_glapi_Dispatch`` and ``_glapi_get_dispatch`` in
135   multithreaded environments.
136#. Using ``_glapi_tls_Dispatch`` directly in TLS enabled multithreaded
137   environments.
138
139People wishing to implement assembly stubs for new platforms should
140focus on #3 if the new platform supports TLS. Otherwise implement #2.
141Environments that do not support multithreading are
142uncommon and not terribly relevant.
143
144Selection of the dispatch table pointer access method is controlled by a
145few preprocessor defines.
146
147-  If ``HAVE_PTHREAD`` is defined, method #2 is used.
148-  If none of the preceding are defined, method #1 is used.
149
150Two different techniques are used to handle the various different cases.
151On x86 and SPARC, a macro called ``GL_STUB`` is used. In the preamble of
152the assembly source file different implementations of the macro are
153selected based on the defined preprocessor variables. The assembly code
154then consists of a series of invocations of the macros such as:
155
156.. code-block:: c
157   :caption: SPARC Assembly Implementation of ``glColor3fv``
158
159   GL_STUB(Color3fv, _gloffset_Color3fv)
160
161The benefit of this technique is that changes to the calling pattern
162(i.e., addition of a new dispatch table pointer access method) require
163fewer changed lines in the assembly code.
164
165However, this technique can only be used on platforms where the function
166implementation does not change based on the parameters passed to the
167function. For example, since x86 passes all parameters on the stack, no
168additional code is needed to save and restore function parameters around
169a call to ``pthread_getspecific``. Since x86-64 passes parameters in
170registers, varying amounts of code needs to be inserted around the call
171to ``pthread_getspecific`` to save and restore the GL function's
172parameters.
173
174The other technique, used by platforms like x86-64 that cannot use the
175first technique, is to insert ``#ifdef`` within the assembly
176implementation of each function. This makes the assembly file
177considerably larger (e.g., 29,332 lines for ``glapi_x86-64.S`` versus
1781,155 lines for ``glapi_x86.S``) and causes simple changes to the
179function implementation to generate many lines of diffs. Since the
180assembly files are typically generated by scripts, this isn't a
181significant problem.
182
183Once a new assembly file is created, it must be inserted in the build
184system. There are two steps to this. The file must first be added to
185``src/mesa/sources``. That gets the file built and linked. The second
186step is to add the correct ``#ifdef`` magic to
187``src/mesa/glapi/glapi_dispatch.c`` to prevent the C version of the
188dispatch functions from being built.
189
190.. _fixedsize:
191
1923.3. Fixed-Length Dispatch Stubs
193~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
194
195To implement ``glXGetProcAddress``, Mesa stores a table that associates
196function names with pointers to those functions. This table is stored in
197``src/mesa/glapi/glprocs.h``. For different reasons on different
198platforms, storing all of those pointers is inefficient. On most
199platforms, including all known platforms that support TLS, we can avoid
200this added overhead.
201
202If the assembly stubs are all the same size, the pointer need not be
203stored for every function. The location of the function can instead be
204calculated by multiplying the size of the dispatch stub by the offset of
205the function in the table. This value is then added to the address of
206the first dispatch stub.
207
208This path is activated by adding the correct ``#ifdef`` magic to
209``src/mesa/glapi/glapi.c`` just before ``glprocs.h`` is included.
210