llvmpipe.html revision 848b8605
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 or x86-64 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>An x86 or amd64 processor; 64-bit mode recommended.</p> 36 <p> 37 Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will 38 yield the most efficient code. The fewer features the CPU has the more 39 likely is that you run into underperforming, buggy, or incomplete code. 40 </p> 41 <p> 42 See /proc/cpuinfo to know what your CPU supports. 43 </p> 44</li> 45<li> 46 <p>LLVM: version 3.4 recommended; 3.1 or later required.</p> 47 <p> 48 For Linux, on a recent Debian based distribution do: 49 </p> 50<pre> 51 aptitude install llvm-dev 52</pre> 53 <p> 54 For a RPM-based distribution do: 55 </p> 56<pre> 57 yum install llvm-devel 58</pre> 59 60 <p> 61 For Windows you will need to build LLVM from source with MSVC or MINGW 62 (either natively or through cross compilers) and CMake, and set the LLVM 63 environment variable to the directory you installed it to. 64 65 LLVM will be statically linked, so when building on MSVC it needs to be 66 built with a matching CRT as Mesa, and you'll need to pass 67 -DLLVM_USE_CRT_RELEASE=MTd for debug and checked builds, 68 -DLLVM_USE_CRT_RELEASE=MTd for profile and release builds. 69 70 You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86 71 to cmake. 72 </p> 73</li> 74 75<li> 76 <p>scons (optional)</p> 77</li> 78</ul> 79 80 81<h1>Building</h1> 82 83To build everything on Linux invoke scons as: 84 85<pre> 86 scons build=debug libgl-xlib 87</pre> 88 89Alternatively, you can build it with GNU make, if you prefer, by invoking it as 90 91<pre> 92 make linux-llvm 93</pre> 94 95but the rest of these instructions assume that scons is used. 96 97For Windows the procedure is similar except the target: 98 99<pre> 100 scons platform=windows build=debug libgl-gdi 101</pre> 102 103 104<h1>Using</h1> 105 106<h2>Linux</h2> 107 108<p>On Linux, building will create a drop-in alternative for libGL.so into</p> 109 110<pre> 111 build/foo/gallium/targets/libgl-xlib/libGL.so 112</pre> 113or 114<pre> 115 lib/gallium/libGL.so 116</pre> 117 118<p>To use it set the LD_LIBRARY_PATH environment variable accordingly.</p> 119 120<p>For performance evaluation pass build=release to scons, and use the corresponding 121lib directory without the "-debug" suffix.</p> 122 123 124<h2>Windows</h2> 125 126<p> 127On Windows, building will create 128<code>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll</code> 129which is a drop-in alternative for system's <code>opengl32.dll</code>. To use 130it put it in the same directory as your application. It can also be used by 131replacing the native ICD driver, but it's quite an advanced usage, so if you 132need to ask, don't even try it. 133</p> 134 135<p> 136There is however an easy way to replace the OpenGL software renderer that comes 137with Microsoft Windows 7 (or later) with llvmpipe (that is, on systems without 138any OpenGL drivers): 139</p> 140 141<ul> 142 <li><p>copy build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll to C:\Windows\SysWOW64\mesadrv.dll</p></li> 143 <li><p>load this registry settings:</p> 144 <pre>REGEDIT4 145 146; http://technet.microsoft.com/en-us/library/cc749368.aspx 147; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 148[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL] 149"DLL"="mesadrv.dll" 150"DriverVersion"=dword:00000001 151"Flags"=dword:00000001 152"Version"=dword:00000002 153</pre> 154 </li> 155 <li>Ditto for 64 bits drivers if you need them.</li> 156</ul> 157 158 159<h1>Profiling</h1> 160 161<p> 162To profile llvmpipe you should build as 163</p> 164<pre> 165 scons build=profile <same-as-before> 166</pre> 167 168<p> 169This will ensure that frame pointers are used both in C and JIT functions, and 170that no tail call optimizations are done by gcc. 171</p> 172 173<h2>Linux perf integration</h2> 174 175<p> 176On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>: 177</p> 178 179<pre> 180 perf record -g /my/application 181 perf report 182</pre> 183 184<p> 185When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with 186symbol address table. It also dumps assembly code to /tmp/perf-XXXXX.map.asm, 187which can be used by the bin/perf-annotate-jit script to produce disassembly of 188the generated code annotated with the samples. 189</p> 190 191<p>You can obtain a call graph via 192<a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p> 193 194 195<h1>Unit testing</h1> 196 197<p> 198Building will also create several unit tests in 199build/linux-???-debug/gallium/drivers/llvmpipe: 200</p> 201 202<ul> 203<li> lp_test_blend: blending 204<li> lp_test_conv: SIMD vector conversion 205<li> lp_test_format: pixel unpacking/packing 206</ul> 207 208<p> 209Some of this tests can output results and benchmarks to a tab-separated-file 210for posterior analysis, e.g.: 211</p> 212<pre> 213 build/linux-x86_64-debug/gallium/drivers/llvmpipe/lp_test_blend -o blend.tsv 214</pre> 215 216 217<h1>Development Notes</h1> 218 219<ul> 220<li> 221 When looking to this code by the first time start in lp_state_fs.c, and 222 then skim through the lp_bld_* functions called in there, and the comments 223 at the top of the lp_bld_*.c functions. 224</li> 225<li> 226 The driver-independent parts of the LLVM / Gallium code are found in 227 src/gallium/auxiliary/gallivm/. The filenames and function prefixes 228 need to be renamed from "lp_bld_" to something else though. 229</li> 230<li> 231 We use LLVM-C bindings for now. They are not documented, but follow the C++ 232 interfaces very closely, and appear to be complete enough for code 233 generation. See 234 <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> 235 this stand-alone example</a>. See the llvm-c/Core.h file for reference. 236</li> 237</ul> 238 239<h1 id="recommended_reading">Recommended Reading</h1> 240 241<ul> 242 <li> 243 <p>Rasterization</p> 244 <ul> 245 <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li> 246 <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> 247 <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li> 248 <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li> 249 <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li> 250 </ul> 251 </li> 252 <li> 253 <p>Texture sampling</p> 254 <ul> 255 <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li> 256 <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li> 257 <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li> 258 <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li> 259 <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li> 260 <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li> 261 </ul> 262 </li> 263 <li> 264 <p>SIMD</p> 265 <ul> 266 <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li> 267 </ul> 268 </li> 269 <li> 270 <p>Optimization</p> 271 <ul> 272 <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li> 273 <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> 274 <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li> 275 <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li> 276 </ul> 277 </li> 278 <li> 279 <p>LLVM</p> 280 <ul> 281 <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li> 282 <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> 283 </ul> 284 </li> 285 <li> 286 <p>General</p> 287 <ul> 288 <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> 289 <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> 290 </ul> 291 </li> 292</ul> 293 294</div> 295</body> 296</html> 297