1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2<html lang="en"> 3<head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>llvmpipe</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7</head> 8<body> 9 10<div class="header"> 11 <h1>The Mesa 3D Graphics Library</h1> 12</div> 13 14<iframe src="contents.html"></iframe> 15<div class="content"> 16 17<h1>Introduction</h1> 18 19<p> 20The Gallium llvmpipe driver is a software rasterizer that uses LLVM to 21do runtime code generation. 22Shaders, point/line/triangle rasterization and vertex processing are 23implemented with LLVM IR which is translated to x86, x86-64, or ppc64le machine 24code. 25Also, the driver is multithreaded to take advantage of multiple CPU cores 26(up to 8 at this time). 27It's the fastest software rasterizer for Mesa. 28</p> 29 30 31<h1>Requirements</h1> 32 33<ul> 34<li> 35 <p> 36 For x86 or amd64 processors, 64-bit mode is recommended. 37 Support for SSE2 is strongly encouraged. Support for SSE3 and SSE4.1 will 38 yield the most efficient code. The fewer features the CPU has the more 39 likely it is that you will run into underperforming, buggy, or incomplete code. 40 </p> 41 <p> 42 For ppc64le processors, use of the Altivec feature (the Vector 43 Facility) is recommended if supported; use of the VSX feature (the 44 Vector-Scalar Facility) is recommended if supported AND Mesa is 45 built with LLVM version 4.0 or later. 46 </p> 47 <p> 48 See /proc/cpuinfo to know what your CPU supports. 49 </p> 50</li> 51<li> 52 <p>Unless otherwise stated, LLVM version 3.4 is recommended; 3.3 or later is required.</p> 53 <p> 54 For Linux, on a recent Debian based distribution do: 55 </p> 56<pre> 57 aptitude install llvm-dev 58</pre> 59 <p> 60 If you want development snapshot builds of LLVM for Debian and derived 61 distributions like Ubuntu, you can use the APT repository at <a 62 href="https://apt.llvm.org/" title="Debian Development packages for LLVM" 63 >apt.llvm.org</a>, which are maintained by Debian's LLVM maintainer. 64 </p> 65 <p> 66 For a RPM-based distribution do: 67 </p> 68<pre> 69 yum install llvm-devel 70</pre> 71 72 <p> 73 For Windows you will need to build LLVM from source with MSVC or MINGW 74 (either natively or through cross compilers) and CMake, and set the LLVM 75 environment variable to the directory you installed it to. 76 77 LLVM will be statically linked, so when building on MSVC it needs to be 78 built with a matching CRT as Mesa, and you'll need to pass 79 <code>-DLLVM_USE_CRT_xxx=yyy</code> as described below. 80 </p> 81 82 <table border="1"> 83 <tr> 84 <th rowspan="2">LLVM build-type</th> 85 <th colspan="2" align="center">Mesa build-type</th> 86 </tr> 87 <tr> 88 <th>debug,checked</th> 89 <th>release,profile</th> 90 </tr> 91 <tr> 92 <th>Debug</th> 93 <td><code>-DLLVM_USE_CRT_DEBUG=MTd</code></td> 94 <td><code>-DLLVM_USE_CRT_DEBUG=MT</code></td> 95 </tr> 96 <tr> 97 <th>Release</th> 98 <td><code>-DLLVM_USE_CRT_RELEASE=MTd</code></td> 99 <td><code>-DLLVM_USE_CRT_RELEASE=MT</code></td> 100 </tr> 101 </table> 102 103 <p> 104 You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86 105 to cmake. 106 </p> 107</li> 108 109<li> 110 <p>scons (optional)</p> 111</li> 112</ul> 113 114 115<h1>Building</h1> 116 117To build everything on Linux invoke scons as: 118 119<pre> 120 scons build=debug libgl-xlib 121</pre> 122 123Alternatively, you can build it with meson with: 124<pre> 125 mkdir build 126 cd build 127 meson -D glx=gallium-xlib -D gallium-drivers=swrast 128 ninja 129</pre> 130 131but the rest of these instructions assume that scons is used. 132 133For Windows the procedure is similar except the target: 134 135<pre> 136 scons platform=windows build=debug libgl-gdi 137</pre> 138 139 140<h1>Using</h1> 141 142<h2>Linux</h2> 143 144<p>On Linux, building will create a drop-in alternative for libGL.so into</p> 145 146<pre> 147 build/foo/gallium/targets/libgl-xlib/libGL.so 148</pre> 149or 150<pre> 151 lib/gallium/libGL.so 152</pre> 153 154<p>To use it set the LD_LIBRARY_PATH environment variable accordingly.</p> 155 156<p>For performance evaluation pass build=release to scons, and use the corresponding 157lib directory without the "-debug" suffix.</p> 158 159 160<h2>Windows</h2> 161 162<p> 163On Windows, building will create 164<code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll</code> 165which is a drop-in alternative for system's <code>opengl32.dll</code>. To use 166it put it in the same directory as your application. It can also be used by 167replacing the native ICD driver, but it's quite an advanced usage, so if you 168need to ask, don't even try it. 169</p> 170 171<p> 172There is however an easy way to replace the OpenGL software renderer that comes 173with Microsoft Windows 7 (or later) with llvmpipe (that is, on systems without 174any OpenGL drivers): 175</p> 176 177<ul> 178 <li><p>copy build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll to C:\Windows\SysWOW64\mesadrv.dll</p></li> 179 <li><p>load this registry settings:</p> 180 <pre>REGEDIT4 181 182; https://technet.microsoft.com/en-us/library/cc749368.aspx 183; https://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 184[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL] 185"DLL"="mesadrv.dll" 186"DriverVersion"=dword:00000001 187"Flags"=dword:00000001 188"Version"=dword:00000002 189</pre> 190 </li> 191 <li>Ditto for 64 bits drivers if you need them.</li> 192</ul> 193 194 195<h1>Profiling</h1> 196 197<p> 198To profile llvmpipe you should build as 199</p> 200<pre> 201 scons build=profile <same-as-before> 202</pre> 203 204<p> 205This will ensure that frame pointers are used both in C and JIT functions, and 206that no tail call optimizations are done by gcc. 207</p> 208 209<h2>Linux perf integration</h2> 210 211<p> 212On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>: 213</p> 214 215<pre> 216 perf record -g /my/application 217 perf report 218</pre> 219 220<p> 221When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with 222symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm, 223which can be used by the bin/perf-annotate-jit.py script to produce disassembly of 224the generated code annotated with the samples. 225</p> 226 227<p>You can obtain a call graph via 228<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p> 229 230 231<h1>Unit testing</h1> 232 233<p> 234Building will also create several unit tests in 235build/linux-???-debug/gallium/drivers/llvmpipe: 236</p> 237 238<ul> 239<li> lp_test_blend: blending 240<li> lp_test_conv: SIMD vector conversion 241<li> lp_test_format: pixel unpacking/packing 242</ul> 243 244<p> 245Some of these tests can output results and benchmarks to a tab-separated file 246for later analysis, e.g.: 247</p> 248<pre> 249 build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv 250</pre> 251 252 253<h1>Development Notes</h1> 254 255<ul> 256<li> 257 When looking at this code for the first time, start in lp_state_fs.c, and 258 then skim through the lp_bld_* functions called there, and the comments 259 at the top of the lp_bld_*.c functions. 260</li> 261<li> 262 The driver-independent parts of the LLVM / Gallium code are found in 263 src/gallium/auxiliary/gallivm/. The filenames and function prefixes 264 need to be renamed from "lp_bld_" to something else though. 265</li> 266<li> 267 We use LLVM-C bindings for now. They are not documented, but follow the C++ 268 interfaces very closely, and appear to be complete enough for code 269 generation. See 270 <a href="https://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> 271 this stand-alone example</a>. See the llvm-c/Core.h file for reference. 272</li> 273</ul> 274 275<h1 id="recommended_reading">Recommended Reading</h1> 276 277<ul> 278 <li> 279 <p>Rasterization</p> 280 <ul> 281 <li><a href="https://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li> 282 <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> 283 <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li> 284 <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li> 285 <li><a href="https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li> 286 </ul> 287 </li> 288 <li> 289 <p>Texture sampling</p> 290 <ul> 291 <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li> 292 <li><a href="https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li> 293 <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li> 294 <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li> 295 <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li> 296 <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li> 297 </ul> 298 </li> 299 <li> 300 <p>SIMD</p> 301 <ul> 302 <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li> 303 </ul> 304 </li> 305 <li> 306 <p>Optimization</p> 307 <ul> 308 <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li> 309 <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> 310 <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li> 311 <li><a href="https://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a></li> 312 </ul> 313 </li> 314 <li> 315 <p>LLVM</p> 316 <ul> 317 <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li> 318 <li><a href="https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> 319 </ul> 320 </li> 321 <li> 322 <p>General</p> 323 <ul> 324 <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> 325 <li><a href="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> 326 </ul> 327 </li> 328</ul> 329 330</div> 331</body> 332</html> 333