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      The Mesa 3D Graphics Library
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    <h1>GL Dispatch</h1>
    
    <p>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 <a
    href="#overview">overview of Mesa's implementation</a>.</p>
    
    <h2>1. Complexity of GL Dispatch</h2>
    
    <p>Every GL application has at least one object called a GL <em>context</em>.
    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
    <code>glXMakeContextCurrent</code>.</p>
    
    <p>In environments that implement OpenGL with X-Windows using GLX, every GL
    function, including the pointers returned by <code>glXGetProcAddress</code>, are
    <em>context independent</em>.  This means that no matter what context is
    currently active, the same <code>glVertex3fv</code> function is used.</p>
    
    <p>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 <code>glVertex3fv</code> has to do the right thing depending
    on which context is current.</p>
    
    <p>Highly optimized drivers or GLX protocol implementations may want to
    change the behavior of GL functions depending on current state.  For
    example, <code>glFogCoordf</code> may operate differently depending on whether
    or not fog is enabled.</p>
    
    <p>In multi-threaded environments, it is possible for each thread to have a
    different GL context current.  This means that poor old <code>glVertex3fv</code>
    has to know which GL context is current in the thread where it is being
    called.</p>
    
    <h2 id="overview">2. Overview of Mesa's Implementation</h2>
    
    <p>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 <em>dispatch table</em> 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 a updated.</p>
    
    <p>The implementation of functions such as <code>glVertex3fv</code> becomes
    conceptually simple:</p>
    
    <ul>
    <li>Fetch the current dispatch table pointer.</li>
    <li>Fetch the pointer to the real <code>glVertex3fv</code> function from the
    table.</li>
    <li>Call the real function.</li>
    </ul>
    
    <p>This can be implemented in just a few lines of C code.  The file
    <code>src/mesa/glapi/glapitemp.h</code> contains code very similar to this.</p>
    
    <figure>
    <pre>
    void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
    {
        const struct _glapi_table * const dispatch = GET_DISPATCH();
    
        (*dispatch-&gt;Vertex3f)(x, y, z);
    }
    </pre>
    <figcaption>Sample dispatch function</figcaption>
    </figure>
    
    <p>The problem with this simple implementation is the large amount of
    overhead that it adds to every GL function call.</p>
    
    <p>In a multithreaded environment, a naive implementation of
    <code>GET_DISPATCH</code> involves a call to <code>pthread_getspecific</code> or a
    similar function.  Mesa provides a wrapper function called
    <code>_glapi_get_dispatch</code> that is used by default.</p>
    
    <h2>3. Optimizations</h2>
    
    <p>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.</p>
    
    <h3>3.1. Dual dispatch table pointers</h3>
    
    <p>The vast majority of OpenGL applications use the API in a single threaded
    manner.  That is, the application has only one thread that makes calls into
    the GL.  In these cases, not only do the calls to
    <code>pthread_getspecific</code> hurt performance, but they are completely
    unnecessary!  It is possible to detect this common case and avoid these
    calls.</p>
    
    <p>Each time a new dispatch table is set, Mesa examines and records the ID
    of the executing thread.  If the same thread ID is always seen, Mesa knows
    that the application is, from OpenGL's point of view, single threaded.</p>
    
    <p>As long as an application is single threaded, Mesa stores a pointer to
    the dispatch table in a global variable called <code>_glapi_Dispatch</code>.
    The pointer is also stored in a per-thread location via
    <code>pthread_setspecific</code>.  When Mesa detects that an application has
    become multithreaded, <code>NULL</code> is stored in <code>_glapi_Dispatch</code>.</p>
    
    <p>Using this simple mechanism the dispatch functions can detect the
    multithreaded case by comparing <code>_glapi_Dispatch</code> to <code>NULL</code>.
    The resulting implementation of <code>GET_DISPATCH</code> is slightly more
    complex, but it avoids the expensive <code>pthread_getspecific</code> call in
    the common case.</p>
    
    <figure>
    <pre>
    #define GET_DISPATCH() \
        (_glapi_Dispatch != NULL) \
            ? _glapi_Dispatch : pthread_getspecific(&amp;_glapi_Dispatch_key)
    </pre>
    <figcaption>Improved <code>GET_DISPATCH</code> Implementation</figcaption>
    </figure>
    
    <h3>3.2. ELF TLS</h3>
    
    <p>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.  By storing the dispatch table pointer in this area, the
    expensive call to <code>pthread_getspecific</code> and the test of
    <code>_glapi_Dispatch</code> can be avoided.</p>
    
    <p>The dispatch table pointer is stored in a new variable called
    <code>_glapi_tls_Dispatch</code>.  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, <code>GET_DISPACH</code> becomes a simple variable
    reference.</p>
    
    <figure>
    <pre>
    extern __thread struct _glapi_table *_glapi_tls_Dispatch
        __attribute__((tls_model("initial-exec")));
    
    #define GET_DISPATCH() _glapi_tls_Dispatch
    </pre>
    <figcaption>TLS <code>GET_DISPATCH</code> Implementation</figcaption>
    </figure>
    
    <p>Use of this path is controlled by the preprocessor define
    <code>USE_ELF_TLS</code>.  Any platform capable of using ELF TLS should use this
    as the default dispatch method.</p>
    
    <h3>3.3. Assembly Language Dispatch Stubs</h3>
    
    <p>Many platforms has 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 <a href="#fixedsize">below</a>).</p>
    
    <p>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:</p>
    
    <ol>
    <li>Using <code>_glapi_Dispatch</code> directly in builds for non-multithreaded
    environments.</li>
    <li>Using <code>_glapi_Dispatch</code> and <code>_glapi_get_dispatch</code> in
    multithreaded environments.</li>
    <li>Using <code>_glapi_Dispatch</code> and <code>pthread_getspecific</code> in
    multithreaded environments.</li>
    <li>Using <code>_glapi_tls_Dispatch</code> directly in TLS enabled
    multithreaded environments.</li>
    </ol>
    
    <p>People wishing to implement assembly stubs for new platforms should focus
    on #4 if the new platform supports TLS.  Otherwise, implement #2 followed by
    #3.  Environments that do not support multithreading are uncommon and not
    terribly relevant.</p>
    
    <p>Selection of the dispatch table pointer access method is controlled by a
    few preprocessor defines.</p>
    
    <ul>
    <li>If <code>USE_ELF_TLS</code> is defined, method #3 is used.</li>
    <li>If <code>HAVE_PTHREAD</code> is defined, method #2 is used.</li>
    <li>If none of the preceding are defined, method #1 is used.</li>
    </ul>
    
    <p>Two different techniques are used to handle the various different cases.
    On x86 and SPARC, a macro called <code>GL_STUB</code> 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:
    
    <figure>
    <pre>
    GL_STUB(Color3fv, _gloffset_Color3fv)
    </pre>
    <figcaption>SPARC Assembly Implementation of <code>glColor3fv</code></figcaption>
    </figure>
    
    <p>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.</p>
    
    <p>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 <code>pthread_getspecific</code>.  Since x86-64 passes parameters in
    registers, varying amounts of code needs to be inserted around the call to
    <code>pthread_getspecific</code> to save and restore the GL function's
    parameters.</p>
    
    <p>The other technique, used by platforms like x86-64 that cannot use the
    first technique, is to insert <code>#ifdef</code> within the assembly
    implementation of each function.  This makes the assembly file considerably
    larger (e.g., 29,332 lines for <code>glapi_x86-64.S</code> versus 1,155 lines for
    <code>glapi_x86.S</code>) and causes simple changes to the function
    implementation to generate many lines of diffs.  Since the assembly files
    are typically generated by scripts (see <a href="#autogen">below</a>), this
    isn't a significant problem.</p>
    
    <p>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
    <code>src/mesa/sources</code>.  That gets the file built and linked.  The second
    step is to add the correct <code>#ifdef</code> magic to
    <code>src/mesa/glapi/glapi_dispatch.c</code> to prevent the C version of the
    dispatch functions from being built.</p>
    
    <h3 id="fixedsize">3.4. Fixed-Length Dispatch Stubs</h3>
    
    <p>To implement <code>glXGetProcAddress</code>, Mesa stores a table that
    associates function names with pointers to those functions.  This table is
    stored in <code>src/mesa/glapi/glprocs.h</code>.  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.</p>
    
    <p>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.</p>
    
    <p>This path is activated by adding the correct <code>#ifdef</code> magic to
    <code>src/mesa/glapi/glapi.c</code> just before <code>glprocs.h</code> is
    included.</p>
    
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