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  • Author : jsg
    Date : 2023-01-28 08:09:28
    Hash : 5642995e
    Message : Import Mesa 22.3.4

  • lib/mesa/docs/dispatch.rst
  • GL Dispatch
    ===========
    
    Several factors combine to make efficient dispatch of OpenGL functions
    fairly complicated. This document attempts to explain some of the issues
    and introduce the reader to Mesa's implementation. Readers already
    familiar with the issues around GL dispatch can safely skip ahead to the
    :ref:`overview of Mesa's implementation <overview>`.
    
    1. Complexity of GL Dispatch
    ----------------------------
    
    Every GL application has at least one object called a GL *context*. This
    object, which is an implicit parameter to every GL function, stores all
    of the GL related state for the application. Every texture, every buffer
    object, every enable, and much, much more is stored in the context.
    Since an application can have more than one context, the context to be
    used is selected by a window-system dependent function such as
    ``glXMakeContextCurrent``.
    
    In environments that implement OpenGL with X-Windows using GLX, every GL
    function, including the pointers returned by ``glXGetProcAddress``, are
    *context independent*. This means that no matter what context is
    currently active, the same ``glVertex3fv`` function is used.
    
    This creates the first bit of dispatch complexity. An application can
    have two GL contexts. One context is a direct rendering context where
    function calls are routed directly to a driver loaded within the
    application's address space. The other context is an indirect rendering
    context where function calls are converted to GLX protocol and sent to a
    server. The same ``glVertex3fv`` has to do the right thing depending on
    which context is current.
    
    Highly optimized drivers or GLX protocol implementations may want to
    change the behavior of GL functions depending on current state. For
    example, ``glFogCoordf`` may operate differently depending on whether or
    not fog is enabled.
    
    In multi-threaded environments, it is possible for each thread to have a
    different GL context current. This means that poor old ``glVertex3fv``
    has to know which GL context is current in the thread where it is being
    called.
    
    .. _overview:
    
    2. Overview of Mesa's Implementation
    ------------------------------------
    
    Mesa uses two per-thread pointers. The first pointer stores the address
    of the context current in the thread, and the second pointer stores the
    address of the *dispatch table* associated with that context. The
    dispatch table stores pointers to functions that actually implement
    specific GL functions. Each time a new context is made current in a
    thread, these pointers are updated.
    
    The implementation of functions such as ``glVertex3fv`` becomes
    conceptually simple:
    
    -  Fetch the current dispatch table pointer.
    -  Fetch the pointer to the real ``glVertex3fv`` function from the
       table.
    -  Call the real function.
    
    This can be implemented in just a few lines of C code. The file
    ``src/mesa/glapi/glapitemp.h`` contains code very similar to this.
    
    .. code-block:: c
       :caption: Sample dispatch function
    
       void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
       {
           const struct _glapi_table * const dispatch = GET_DISPATCH();
    
           (*dispatch->Vertex3f)(x, y, z);
       }
    
    The problem with this simple implementation is the large amount of
    overhead that it adds to every GL function call.
    
    In a multithreaded environment, a naive implementation of
    ``GET_DISPATCH()`` involves a call to ``_glapi_get_dispatch()`` or
    ``_glapi_tls_Dispatch``.
    
    3. Optimizations
    ----------------
    
    A number of optimizations have been made over the years to diminish the
    performance hit imposed by GL dispatch. This section describes these
    optimizations. The benefits of each optimization and the situations
    where each can or cannot be used are listed.
    
    3.1. ELF TLS
    ~~~~~~~~~~~~
    
    Starting with the 2.4.20 Linux kernel, each thread is allocated an area
    of per-thread, global storage. Variables can be put in this area using
    some extensions to GCC that called `ELF TLS`. By storing the dispatch table
    pointer in this area, the expensive call to ``pthread_getspecific`` and
    the test of ``_glapi_Dispatch`` can be avoided. As we don't support for
    Linux kernel earlier than 2.4.20, so we can always using `ELF TLS`.
    
    The dispatch table pointer is stored in a new variable called
    ``_glapi_tls_Dispatch``. A new variable name is used so that a single
    libGL can implement both interfaces. This allows the libGL to operate
    with direct rendering drivers that use either interface. Once the
    pointer is properly declared, ``GET_DISPACH`` becomes a simple variable
    reference.
    
    .. code-block:: c
       :caption: TLS ``GET_DISPATCH`` Implementation
    
       extern __THREAD_INITIAL_EXEC struct _glapi_table *_glapi_tls_Dispatch;
    
       #define GET_DISPATCH() _glapi_tls_Dispatch
    
    3.2. Assembly Language Dispatch Stubs
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Many platforms have difficulty properly optimizing the tail-call in the
    dispatch stubs. Platforms like x86 that pass parameters on the stack
    seem to have even more difficulty optimizing these routines. All of the
    dispatch routines are very short, and it is trivial to create optimal
    assembly language versions. The amount of optimization provided by using
    assembly stubs varies from platform to platform and application to
    application. However, by using the assembly stubs, many platforms can
    use an additional space optimization (see :ref:`below <fixedsize>`).
    
    The biggest hurdle to creating assembly stubs is handling the various
    ways that the dispatch table pointer can be accessed. There are four
    different methods that can be used:
    
    #. Using ``_glapi_Dispatch`` directly in builds for non-multithreaded
       environments.
    #. Using ``_glapi_Dispatch`` and ``_glapi_get_dispatch`` in
       multithreaded environments.
    #. Using ``_glapi_tls_Dispatch`` directly in TLS enabled multithreaded
       environments.
    
    People wishing to implement assembly stubs for new platforms should
    focus on #3 if the new platform supports TLS. Otherwise implement #2.
    Environments that do not support multithreading are
    uncommon and not terribly relevant.
    
    Selection of the dispatch table pointer access method is controlled by a
    few preprocessor defines.
    
    -  If ``HAVE_PTHREAD`` is defined, method #2 is used.
    -  If none of the preceding are defined, method #1 is used.
    
    Two different techniques are used to handle the various different cases.
    On x86 and SPARC, a macro called ``GL_STUB`` is used. In the preamble of
    the assembly source file different implementations of the macro are
    selected based on the defined preprocessor variables. The assembly code
    then consists of a series of invocations of the macros such as:
    
    .. code-block:: c
       :caption: SPARC Assembly Implementation of ``glColor3fv``
    
       GL_STUB(Color3fv, _gloffset_Color3fv)
    
    The benefit of this technique is that changes to the calling pattern
    (i.e., addition of a new dispatch table pointer access method) require
    fewer changed lines in the assembly code.
    
    However, this technique can only be used on platforms where the function
    implementation does not change based on the parameters passed to the
    function. For example, since x86 passes all parameters on the stack, no
    additional code is needed to save and restore function parameters around
    a call to ``pthread_getspecific``. Since x86-64 passes parameters in
    registers, varying amounts of code needs to be inserted around the call
    to ``pthread_getspecific`` to save and restore the GL function's
    parameters.
    
    The other technique, used by platforms like x86-64 that cannot use the
    first technique, is to insert ``#ifdef`` within the assembly
    implementation of each function. This makes the assembly file
    considerably larger (e.g., 29,332 lines for ``glapi_x86-64.S`` versus
    1,155 lines for ``glapi_x86.S``) and causes simple changes to the
    function implementation to generate many lines of diffs. Since the
    assembly files are typically generated by scripts, this isn't a
    significant problem.
    
    Once a new assembly file is created, it must be inserted in the build
    system. There are two steps to this. The file must first be added to
    ``src/mesa/sources``. That gets the file built and linked. The second
    step is to add the correct ``#ifdef`` magic to
    ``src/mesa/glapi/glapi_dispatch.c`` to prevent the C version of the
    dispatch functions from being built.
    
    .. _fixedsize:
    
    3.3. Fixed-Length Dispatch Stubs
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    To implement ``glXGetProcAddress``, Mesa stores a table that associates
    function names with pointers to those functions. This table is stored in
    ``src/mesa/glapi/glprocs.h``. For different reasons on different
    platforms, storing all of those pointers is inefficient. On most
    platforms, including all known platforms that support TLS, we can avoid
    this added overhead.
    
    If the assembly stubs are all the same size, the pointer need not be
    stored for every function. The location of the function can instead be
    calculated by multiplying the size of the dispatch stub by the offset of
    the function in the table. This value is then added to the address of
    the first dispatch stub.
    
    This path is activated by adding the correct ``#ifdef`` magic to
    ``src/mesa/glapi/glapi.c`` just before ``glprocs.h`` is included.