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author | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
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committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2015-11-22 02:46:45 +0000 |
commit | 0784c49c0f8fcc8b3abd4c9286d9fd8bc089dd7d (patch) | |
tree | a6394e3e264a0f80b57f4ce0f5d9526aa543d4b0 /lib/mesa/docs/llvmpipe.html | |
parent | d91d0007eecf589ea5699e34aa4d748fce2c57b2 (diff) |
import Mesa 11.0.6
Diffstat (limited to 'lib/mesa/docs/llvmpipe.html')
-rw-r--r-- | lib/mesa/docs/llvmpipe.html | 318 |
1 files changed, 318 insertions, 0 deletions
diff --git a/lib/mesa/docs/llvmpipe.html b/lib/mesa/docs/llvmpipe.html new file mode 100644 index 000000000..f603bd646 --- /dev/null +++ b/lib/mesa/docs/llvmpipe.html @@ -0,0 +1,318 @@ +<!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>llvmpipe</title> + <link rel="stylesheet" type="text/css" href="mesa.css"> +</head> +<body> + +<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> + +</div> +</body> +</html> |