summaryrefslogtreecommitdiffstats
path: root/docs/llvmpipe.html
blob: 9f5bd0be445f1a6da5fced5f378e7e6bc0bb4f80 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html lang="en">
<head>
  <meta http-equiv="content-type" content="text/html; charset=utf-8">
  <title>Gallium LLVMpipe Driver</title>
  <link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>

<div class="header">
  The Mesa 3D Graphics Library
</div>

<iframe src="contents.html"></iframe>
<div class="content">

<h1>Gallium LLVMpipe Driver</h1>

<h2>Introduction</h2>

<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, x86-64, or ppc64le 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>


<h2>Requirements</h2>

<ul>
<li>
   <p>
   For x86 or amd64 processors, 64-bit mode is recommended.
   Support for SSE2 is strongly encouraged.  Support for SSE3 and SSE4.1 will
   yield the most efficient code.  The fewer features the CPU has the more
   likely it is that you will run into underperforming, buggy, or incomplete code.
   </p>
   <p>
   For ppc64le processors, use of the Altivec feature (the Vector
   Facility) is recommended if supported; use of the VSX feature (the
   Vector-Scalar Facility) is recommended if supported AND Mesa is
   built with LLVM version 4.0 or later.
   </p>
   <p>
   See <code>/proc/cpuinfo</code> to know what your CPU supports.
   </p>
</li>
<li>
   <p>Unless otherwise stated, LLVM version 3.4 is recommended; 3.3 or later is required.</p>
   <p>
   For Linux, on a recent Debian based distribution do:
   </p>
<pre>
aptitude install llvm-dev
</pre>
   <p>
   If you want development snapshot builds of LLVM for Debian and derived
   distributions like Ubuntu, you can use the APT repository at <a
   href="https://apt.llvm.org/" title="Debian Development packages for LLVM"
   >apt.llvm.org</a>, which are maintained by Debian's LLVM maintainer.
   </p>
   <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
   <code>LLVM</code> 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
   <code>-DLLVM_TARGETS_TO_BUILD=X86</code> to cmake.
   </p>
</li>

<li>
   <p>scons (optional)</p>
</li>
</ul>


<h2>Building</h2>

To build everything on Linux invoke scons as:

<pre>
scons build=debug libgl-xlib
</pre>

Alternatively, you can build it with meson with:
<pre>
mkdir build
cd build
meson -D glx=gallium-xlib -D gallium-drivers=swrast
ninja
</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>


<h2>Using</h2>

<h3>Linux</h3>

<p>On Linux, building will create a drop-in alternative for
<code>libGL.so</code> 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 <code>LD_LIBRARY_PATH</code> environment variable
accordingly.</p>

<p>For performance evaluation pass <code>build=release</code> to scons,
and use the corresponding lib directory without the <code>-debug</code>
suffix.</p>


<h3>Windows</h3>

<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 <code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll</code>
         to <code>C:\Windows\SysWOW64\mesadrv.dll</code>
  </p></li>
  <li><p>load this registry settings:</p>
  <pre>REGEDIT4

; https://technet.microsoft.com/en-us/library/cc749368.aspx
; https://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>


<h2>Profiling</h2>

<p>
To profile llvmpipe you should build as
</p>
<pre>
scons build=profile &lt;same-as-before&gt;
</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>

<h3>Linux perf integration</h3>

<p>
On Linux, it is possible to have symbol resolution of JIT code with <a href="https://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
<code>/tmp/perf-XXXXX.map</code> file with symbol address table.  It also
dumps assembly code to <code>/tmp/perf-XXXXX.map.asm</code>, which can be
used by the <code>bin/perf-annotate-jit.py</code> script to produce
disassembly of the generated code annotated with the samples.
</p>

<p>You can obtain a call graph via
<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p>


<h2>Unit testing</h2>

<p>
Building will also create several unit tests in
<code>build/linux-???-debug/gallium/drivers/llvmpipe</code>:
</p>

<ul>
<li> <code>lp_test_blend</code>: blending
<li> <code>lp_test_conv</code>: SIMD vector conversion
<li> <code>lp_test_format</code>: pixel unpacking/packing
</ul>

<p>
Some of these tests can output results and benchmarks to a tab-separated file
for later analysis, e.g.:
</p>
<pre>
build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv
</pre>


<h2>Development Notes</h2>

<ul>
<li>
  When looking at this code for the first time, start in lp_state_fs.c, and
  then skim through the <code>lp_bld_*</code> functions called there, and
  the comments at the top of the <code>lp_bld_*.c</code> functions.
</li>
<li>
  The driver-independent parts of the LLVM / Gallium code are found in
  <code>src/gallium/auxiliary/gallivm/</code>.  The filenames and function
  prefixes need to be renamed from <code>lp_bld_</code> 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="https://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
  this stand-alone example</a>.  See the <code>llvm-c/Core.h</code> file for
  reference.
</li>
</ul>

<h2 id="recommended_reading">Recommended Reading</h2>

<ul>
  <li>
    <p>Rasterization</p>
    <ul>
      <li><a href="https://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="https://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="https://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="https://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="https://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="https://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="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
    </ul>
  </li>
</ul>

</div>
</body>
</html>