diff options
Diffstat (limited to 'docs/llvmpipe.html')
-rw-r--r-- | docs/llvmpipe.html | 343 |
1 files changed, 0 insertions, 343 deletions
diff --git a/docs/llvmpipe.html b/docs/llvmpipe.html deleted file mode 100644 index 9f5bd0be445..00000000000 --- a/docs/llvmpipe.html +++ /dev/null @@ -1,343 +0,0 @@ -<!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 <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> - -<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> |