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Erik Faye-Lund4d066832020-06-12 20:09:42 +02001GL 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
Erik Faye-Lundb1c16e52020-06-27 10:00:10 +02008:ref:`overview of Mesa's implementation <overview>`.
Erik Faye-Lund4d066832020-06-12 20:09:42 +02009
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 a 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
Erik Faye-Lund70393102019-05-06 14:18:23 +020067.. code-block:: c
68 :caption: Sample dispatch function
Erik Faye-Lund4d066832020-06-12 20:09:42 +020069
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
Erik Faye-Lund4d066832020-06-12 20:09:42 +020077The 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 ``pthread_getspecific`` or a similar
82function. Mesa provides a wrapper function called
83``_glapi_get_dispatch`` that is used by default.
84
853. Optimizations
86----------------
87
88A number of optimizations have been made over the years to diminish the
89performance hit imposed by GL dispatch. This section describes these
90optimizations. The benefits of each optimization and the situations
91where each can or cannot be used are listed.
92
933.1. Dual dispatch table pointers
94~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
95
96The vast majority of OpenGL applications use the API in a single
97threaded manner. That is, the application has only one thread that makes
98calls into the GL. In these cases, not only do the calls to
99``pthread_getspecific`` hurt performance, but they are completely
100unnecessary! It is possible to detect this common case and avoid these
101calls.
102
103Each time a new dispatch table is set, Mesa examines and records the ID
104of the executing thread. If the same thread ID is always seen, Mesa
105knows that the application is, from OpenGL's point of view, single
106threaded.
107
108As long as an application is single threaded, Mesa stores a pointer to
109the dispatch table in a global variable called ``_glapi_Dispatch``. The
110pointer is also stored in a per-thread location via
111``pthread_setspecific``. When Mesa detects that an application has
112become multithreaded, ``NULL`` is stored in ``_glapi_Dispatch``.
113
114Using this simple mechanism the dispatch functions can detect the
115multithreaded case by comparing ``_glapi_Dispatch`` to ``NULL``. The
116resulting implementation of ``GET_DISPATCH`` is slightly more complex,
117but it avoids the expensive ``pthread_getspecific`` call in the common
118case.
119
Erik Faye-Lund70393102019-05-06 14:18:23 +0200120.. code-block:: c
121 :caption: Improved ``GET_DISPATCH`` Implementation
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200122
123 #define GET_DISPATCH() \
124 (_glapi_Dispatch != NULL) \
125 ? _glapi_Dispatch : pthread_getspecific(&_glapi_Dispatch_key)
126
Erik Faye-Lund4d066832020-06-12 20:09:42 +02001273.2. ELF TLS
128~~~~~~~~~~~~
129
130Starting with the 2.4.20 Linux kernel, each thread is allocated an area
131of per-thread, global storage. Variables can be put in this area using
132some extensions to GCC. By storing the dispatch table pointer in this
133area, the expensive call to ``pthread_getspecific`` and the test of
134``_glapi_Dispatch`` can be avoided.
135
136The dispatch table pointer is stored in a new variable called
137``_glapi_tls_Dispatch``. A new variable name is used so that a single
138libGL can implement both interfaces. This allows the libGL to operate
139with direct rendering drivers that use either interface. Once the
140pointer is properly declared, ``GET_DISPACH`` becomes a simple variable
141reference.
142
Erik Faye-Lund70393102019-05-06 14:18:23 +0200143.. code-block:: c
144 :caption: TLS ``GET_DISPATCH`` Implementation
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200145
146 extern __thread struct _glapi_table *_glapi_tls_Dispatch
147 __attribute__((tls_model("initial-exec")));
148
149 #define GET_DISPATCH() _glapi_tls_Dispatch
150
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200151Use of this path is controlled by the preprocessor define
152``USE_ELF_TLS``. Any platform capable of using ELF TLS should use this
153as the default dispatch method.
154
1553.3. Assembly Language Dispatch Stubs
156~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
157
158Many platforms has difficulty properly optimizing the tail-call in the
159dispatch stubs. Platforms like x86 that pass parameters on the stack
160seem to have even more difficulty optimizing these routines. All of the
161dispatch routines are very short, and it is trivial to create optimal
162assembly language versions. The amount of optimization provided by using
163assembly stubs varies from platform to platform and application to
164application. However, by using the assembly stubs, many platforms can
Erik Faye-Lundb1c16e52020-06-27 10:00:10 +0200165use an additional space optimization (see :ref:`below <fixedsize>`).
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200166
167The biggest hurdle to creating assembly stubs is handling the various
168ways that the dispatch table pointer can be accessed. There are four
169different methods that can be used:
170
171#. Using ``_glapi_Dispatch`` directly in builds for non-multithreaded
172 environments.
173#. Using ``_glapi_Dispatch`` and ``_glapi_get_dispatch`` in
174 multithreaded environments.
175#. Using ``_glapi_Dispatch`` and ``pthread_getspecific`` in
176 multithreaded environments.
177#. Using ``_glapi_tls_Dispatch`` directly in TLS enabled multithreaded
178 environments.
179
180People wishing to implement assembly stubs for new platforms should
181focus on #4 if the new platform supports TLS. Otherwise, implement #2
182followed by #3. Environments that do not support multithreading are
183uncommon and not terribly relevant.
184
185Selection of the dispatch table pointer access method is controlled by a
186few preprocessor defines.
187
188- If ``USE_ELF_TLS`` is defined, method #3 is used.
189- If ``HAVE_PTHREAD`` is defined, method #2 is used.
190- If none of the preceding are defined, method #1 is used.
191
192Two different techniques are used to handle the various different cases.
193On x86 and SPARC, a macro called ``GL_STUB`` is used. In the preamble of
194the assembly source file different implementations of the macro are
195selected based on the defined preprocessor variables. The assembly code
196then consists of a series of invocations of the macros such as:
197
Erik Faye-Lund70393102019-05-06 14:18:23 +0200198.. code-block:: c
199 :caption: SPARC Assembly Implementation of ``glColor3fv``
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200200
201 GL_STUB(Color3fv, _gloffset_Color3fv)
202
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200203The benefit of this technique is that changes to the calling pattern
204(i.e., addition of a new dispatch table pointer access method) require
205fewer changed lines in the assembly code.
206
207However, this technique can only be used on platforms where the function
208implementation does not change based on the parameters passed to the
209function. For example, since x86 passes all parameters on the stack, no
210additional code is needed to save and restore function parameters around
211a call to ``pthread_getspecific``. Since x86-64 passes parameters in
212registers, varying amounts of code needs to be inserted around the call
213to ``pthread_getspecific`` to save and restore the GL function's
214parameters.
215
216The other technique, used by platforms like x86-64 that cannot use the
217first technique, is to insert ``#ifdef`` within the assembly
218implementation of each function. This makes the assembly file
219considerably larger (e.g., 29,332 lines for ``glapi_x86-64.S`` versus
2201,155 lines for ``glapi_x86.S``) and causes simple changes to the
221function implementation to generate many lines of diffs. Since the
Erik Faye-Lund05e61a92020-06-27 10:31:18 +0200222assembly files are typically generated by scripts, this isn't a
223significant problem.
Erik Faye-Lund4d066832020-06-12 20:09:42 +0200224
225Once a new assembly file is created, it must be inserted in the build
226system. There are two steps to this. The file must first be added to
227``src/mesa/sources``. That gets the file built and linked. The second
228step is to add the correct ``#ifdef`` magic to
229``src/mesa/glapi/glapi_dispatch.c`` to prevent the C version of the
230dispatch functions from being built.
231
232.. _fixedsize:
233
2343.4. Fixed-Length Dispatch Stubs
235~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
236
237To implement ``glXGetProcAddress``, Mesa stores a table that associates
238function names with pointers to those functions. This table is stored in
239``src/mesa/glapi/glprocs.h``. For different reasons on different
240platforms, storing all of those pointers is inefficient. On most
241platforms, including all known platforms that support TLS, we can avoid
242this added overhead.
243
244If the assembly stubs are all the same size, the pointer need not be
245stored for every function. The location of the function can instead be
246calculated by multiplying the size of the dispatch stub by the offset of
247the function in the table. This value is then added to the address of
248the first dispatch stub.
249
250This path is activated by adding the correct ``#ifdef`` magic to
251``src/mesa/glapi/glapi.c`` just before ``glprocs.h`` is included.