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| |
| <div class="header"> |
| <h1>The Mesa 3D Graphics Library</h1> |
| </div> |
| |
| <iframe src="contents.html"></iframe> |
| <div class="content"> |
| |
| <h1>Introduction</h1> |
| |
| <p> |
| The Gallium llvmpipe driver is a software rasterizer that uses LLVM to |
| do runtime code generation. |
| Shaders, point/line/triangle rasterization and vertex processing are |
| implemented with LLVM IR which is translated to x86 or x86-64 machine |
| code. |
| Also, the driver is multithreaded to take advantage of multiple CPU cores |
| (up to 8 at this time). |
| It's the fastest software rasterizer for Mesa. |
| </p> |
| |
| |
| <h1>Requirements</h1> |
| |
| <ul> |
| <li> |
| <p>An x86 or amd64 processor; 64-bit mode recommended.</p> |
| <p> |
| Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will |
| yield the most efficient code. The fewer features the CPU has the more |
| likely is that you run into underperforming, buggy, or incomplete code. |
| </p> |
| <p> |
| See /proc/cpuinfo to know what your CPU supports. |
| </p> |
| </li> |
| <li> |
| <p>LLVM: version 3.4 recommended; 3.3 or later required.</p> |
| <p> |
| For Linux, on a recent Debian based distribution do: |
| </p> |
| <pre> |
| aptitude install llvm-dev |
| </pre> |
| <p> |
| For a RPM-based distribution do: |
| </p> |
| <pre> |
| yum install llvm-devel |
| </pre> |
| |
| <p> |
| For Windows you will need to build LLVM from source with MSVC or MINGW |
| (either natively or through cross compilers) and CMake, and set the LLVM |
| environment variable to the directory you installed it to. |
| |
| LLVM will be statically linked, so when building on MSVC it needs to be |
| built with a matching CRT as Mesa, and you'll need to pass |
| <code>-DLLVM_USE_CRT_xxx=yyy</code> as described below. |
| </p> |
| |
| <table border="1"> |
| <tr> |
| <th rowspan="2">LLVM build-type</th> |
| <th colspan="2" align="center">Mesa build-type</th> |
| </tr> |
| <tr> |
| <th>debug,checked</th> |
| <th>release,profile</th> |
| </tr> |
| <tr> |
| <th>Debug</th> |
| <td><code>-DLLVM_USE_CRT_DEBUG=MTd</code></td> |
| <td><code>-DLLVM_USE_CRT_DEBUG=MT</code></td> |
| </tr> |
| <tr> |
| <th>Release</th> |
| <td><code>-DLLVM_USE_CRT_RELEASE=MTd</code></td> |
| <td><code>-DLLVM_USE_CRT_RELEASE=MT</code></td> |
| </tr> |
| </table> |
| |
| <p> |
| You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86 |
| to cmake. |
| </p> |
| </li> |
| |
| <li> |
| <p>scons (optional)</p> |
| </li> |
| </ul> |
| |
| |
| <h1>Building</h1> |
| |
| To build everything on Linux invoke scons as: |
| |
| <pre> |
| scons build=debug libgl-xlib |
| </pre> |
| |
| Alternatively, you can build it with GNU make, if you prefer, by invoking it as |
| |
| <pre> |
| make linux-llvm |
| </pre> |
| |
| but the rest of these instructions assume that scons is used. |
| |
| For Windows the procedure is similar except the target: |
| |
| <pre> |
| scons platform=windows build=debug libgl-gdi |
| </pre> |
| |
| |
| <h1>Using</h1> |
| |
| <h2>Linux</h2> |
| |
| <p>On Linux, building will create a drop-in alternative for libGL.so into</p> |
| |
| <pre> |
| build/foo/gallium/targets/libgl-xlib/libGL.so |
| </pre> |
| or |
| <pre> |
| lib/gallium/libGL.so |
| </pre> |
| |
| <p>To use it set the LD_LIBRARY_PATH environment variable accordingly.</p> |
| |
| <p>For performance evaluation pass build=release to scons, and use the corresponding |
| lib directory without the "-debug" suffix.</p> |
| |
| |
| <h2>Windows</h2> |
| |
| <p> |
| On Windows, building will create |
| <code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll</code> |
| which is a drop-in alternative for system's <code>opengl32.dll</code>. To use |
| it put it in the same directory as your application. It can also be used by |
| replacing the native ICD driver, but it's quite an advanced usage, so if you |
| need to ask, don't even try it. |
| </p> |
| |
| <p> |
| There is however an easy way to replace the OpenGL software renderer that comes |
| with Microsoft Windows 7 (or later) with llvmpipe (that is, on systems without |
| any OpenGL drivers): |
| </p> |
| |
| <ul> |
| <li><p>copy build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll to C:\Windows\SysWOW64\mesadrv.dll</p></li> |
| <li><p>load this registry settings:</p> |
| <pre>REGEDIT4 |
| |
| ; http://technet.microsoft.com/en-us/library/cc749368.aspx |
| ; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 |
| [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL] |
| "DLL"="mesadrv.dll" |
| "DriverVersion"=dword:00000001 |
| "Flags"=dword:00000001 |
| "Version"=dword:00000002 |
| </pre> |
| </li> |
| <li>Ditto for 64 bits drivers if you need them.</li> |
| </ul> |
| |
| |
| <h1>Profiling</h1> |
| |
| <p> |
| To profile llvmpipe you should build as |
| </p> |
| <pre> |
| scons build=profile <same-as-before> |
| </pre> |
| |
| <p> |
| This will ensure that frame pointers are used both in C and JIT functions, and |
| that no tail call optimizations are done by gcc. |
| </p> |
| |
| <h2>Linux perf integration</h2> |
| |
| <p> |
| On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>: |
| </p> |
| |
| <pre> |
| perf record -g /my/application |
| perf report |
| </pre> |
| |
| <p> |
| When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with |
| symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm, |
| which can be used by the bin/perf-annotate-jit script to produce disassembly of |
| the generated code annotated with the samples. |
| </p> |
| |
| <p>You can obtain a call graph via |
| <a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p> |
| |
| |
| <h1>Unit testing</h1> |
| |
| <p> |
| Building will also create several unit tests in |
| build/linux-???-debug/gallium/drivers/llvmpipe: |
| </p> |
| |
| <ul> |
| <li> lp_test_blend: blending |
| <li> lp_test_conv: SIMD vector conversion |
| <li> lp_test_format: pixel unpacking/packing |
| </ul> |
| |
| <p> |
| Some of this tests can output results and benchmarks to a tab-separated-file |
| for posterior analysis, e.g.: |
| </p> |
| <pre> |
| build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv |
| </pre> |
| |
| |
| <h1>Development Notes</h1> |
| |
| <ul> |
| <li> |
| When looking to this code by the first time start in lp_state_fs.c, and |
| then skim through the lp_bld_* functions called in there, and the comments |
| at the top of the lp_bld_*.c functions. |
| </li> |
| <li> |
| The driver-independent parts of the LLVM / Gallium code are found in |
| src/gallium/auxiliary/gallivm/. The filenames and function prefixes |
| need to be renamed from "lp_bld_" to something else though. |
| </li> |
| <li> |
| We use LLVM-C bindings for now. They are not documented, but follow the C++ |
| interfaces very closely, and appear to be complete enough for code |
| generation. See |
| <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> |
| this stand-alone example</a>. See the llvm-c/Core.h file for reference. |
| </li> |
| </ul> |
| |
| <h1 id="recommended_reading">Recommended Reading</h1> |
| |
| <ul> |
| <li> |
| <p>Rasterization</p> |
| <ul> |
| <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li> |
| <li><a href="http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602">Rasterization on Larrabee</a> (<a href="http://devmaster.net/posts/2887/rasterization-on-larrabee">DevMaster copy</a>)</li> |
| <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li> |
| <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li> |
| <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li> |
| </ul> |
| </li> |
| <li> |
| <p>Texture sampling</p> |
| <ul> |
| <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li> |
| <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li> |
| <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li> |
| <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li> |
| <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li> |
| <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li> |
| </ul> |
| </li> |
| <li> |
| <p>SIMD</p> |
| <ul> |
| <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li> |
| </ul> |
| </li> |
| <li> |
| <p>Optimization</p> |
| <ul> |
| <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li> |
| <li><a href="http://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html">Intel 64 and IA-32 Architectures Optimization Reference Manual</a></li> |
| <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li> |
| <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li> |
| </ul> |
| </li> |
| <li> |
| <p>LLVM</p> |
| <ul> |
| <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li> |
| <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> |
| </ul> |
| </li> |
| <li> |
| <p>General</p> |
| <ul> |
| <li><a href="http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li> |
| <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> |
| </ul> |
| </li> |
| </ul> |
| |
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