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