Several factors combine to make efficient dispatch of OpenGL functions fairly complicated. This document attempts to explain some of the issues and introduce the reader to Mesa’s implementation. Readers already familiar with the issues around GL dispatch can safely skip ahead to the overview of Mesa’s implementation.
1. Complexity of GL Dispatch¶
Every GL application has at least one object called a GL context. This
object, which is an implicit parameter to every GL function, stores all
of the GL related state for the application. Every texture, every buffer
object, every enable, and much, much more is stored in the context.
Since an application can have more than one context, the context to be
used is selected by a window-system dependent function such as
In environments that implement OpenGL with X-Windows using GLX, every GL
function, including the pointers returned by
context independent. This means that no matter what context is
currently active, the same
glVertex3fv function is used.
This creates the first bit of dispatch complexity. An application can
have two GL contexts. One context is a direct rendering context where
function calls are routed directly to a driver loaded within the
application’s address space. The other context is an indirect rendering
context where function calls are converted to GLX protocol and sent to a
server. The same
glVertex3fv has to do the right thing depending on
which context is current.
Highly optimized drivers or GLX protocol implementations may want to
change the behavior of GL functions depending on current state. For
glFogCoordf may operate differently depending on whether or
not fog is enabled.
In multi-threaded environments, it is possible for each thread to have a
different GL context current. This means that poor old
has to know which GL context is current in the thread where it is being
2. Overview of Mesa’s Implementation¶
Mesa uses two per-thread pointers. The first pointer stores the address of the context current in the thread, and the second pointer stores the address of the dispatch table associated with that context. The dispatch table stores pointers to functions that actually implement specific GL functions. Each time a new context is made current in a thread, these pointers are updated.
The implementation of functions such as
Fetch the current dispatch table pointer.
Fetch the pointer to the real
glVertex3fvfunction from the table.
Call the real function.
This can be implemented in just a few lines of C code. The file
src/mesa/glapi/glapitemp.h contains code very similar to this.
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
const struct _glapi_table * const dispatch = GET_DISPATCH();
dispatch->Vertex3f(x, y, z);
The problem with this simple implementation is the large amount of overhead that it adds to every GL function call.
In a multithreaded environment, a naive implementation of
GET_DISPATCH() involves a call to
A number of optimizations have been made over the years to diminish the performance hit imposed by GL dispatch. This section describes these optimizations. The benefits of each optimization and the situations where each can or cannot be used are listed.
3.1. ELF TLS¶
Starting with the 2.4.20 Linux kernel, each thread is allocated an area
of per-thread, global storage. Variables can be put in this area using
some extensions to GCC that called
ELF TLS. By storing the dispatch table
pointer in this area, the expensive call to
the test of
_glapi_Dispatch can be avoided. As we don’t support for
Linux kernel earlier than 2.4.20, so we can always using
The dispatch table pointer is stored in a new variable called
_glapi_tls_Dispatch. A new variable name is used so that a single
libGL can implement both interfaces. This allows the libGL to operate
with direct rendering drivers that use either interface. Once the
pointer is properly declared,
GET_DISPACH becomes a simple variable
extern __THREAD_INITIAL_EXEC struct _glapi_table *_glapi_tls_Dispatch;
#define GET_DISPATCH() _glapi_tls_Dispatch
3.2. Assembly Language Dispatch Stubs¶
Many platforms have difficulty properly optimizing the tail-call in the dispatch stubs. Platforms like x86 that pass parameters on the stack seem to have even more difficulty optimizing these routines. All of the dispatch routines are very short, and it is trivial to create optimal assembly language versions. The amount of optimization provided by using assembly stubs varies from platform to platform and application to application. However, by using the assembly stubs, many platforms can use an additional space optimization (see below).
The biggest hurdle to creating assembly stubs is handling the various ways that the dispatch table pointer can be accessed. There are four different methods that can be used:
_glapi_Dispatchdirectly in builds for non-multithreaded environments.
_glapi_get_dispatchin multithreaded environments.
_glapi_tls_Dispatchdirectly in TLS enabled multithreaded environments.
People wishing to implement assembly stubs for new platforms should focus on #3 if the new platform supports TLS. Otherwise implement #2. Environments that do not support multithreading are uncommon and not terribly relevant.
Selection of the dispatch table pointer access method is controlled by a few preprocessor defines.
HAVE_PTHREADis defined, method #2 is used.
If none of the preceding are defined, method #1 is used.
Two different techniques are used to handle the various different cases.
On x86 and SPARC, a macro called
GL_STUB is used. In the preamble of
the assembly source file different implementations of the macro are
selected based on the defined preprocessor variables. The assembly code
then consists of a series of invocations of the macros such as:
The benefit of this technique is that changes to the calling pattern (i.e., addition of a new dispatch table pointer access method) require fewer changed lines in the assembly code.
However, this technique can only be used on platforms where the function
implementation does not change based on the parameters passed to the
function. For example, since x86 passes all parameters on the stack, no
additional code is needed to save and restore function parameters around
a call to
pthread_getspecific. Since x86-64 passes parameters in
registers, varying amounts of code needs to be inserted around the call
pthread_getspecific to save and restore the GL function’s
The other technique, used by platforms like x86-64 that cannot use the
first technique, is to insert
#ifdef within the assembly
implementation of each function. This makes the assembly file
considerably larger (e.g., 29,332 lines for
1,155 lines for
glapi_x86.S) and causes simple changes to the
function implementation to generate many lines of diffs. Since the
assembly files are typically generated by scripts, this isn’t a
Once a new assembly file is created, it must be inserted in the build
system. There are two steps to this. The file must first be added to
src/mesa/sources. That gets the file built and linked. The second
step is to add the correct
#ifdef magic to
src/mesa/glapi/glapi_dispatch.c to prevent the C version of the
dispatch functions from being built.
3.3. Fixed-Length Dispatch Stubs¶
glXGetProcAddress, Mesa stores a table that associates
function names with pointers to those functions. This table is stored in
src/mesa/glapi/glprocs.h. For different reasons on different
platforms, storing all of those pointers is inefficient. On most
platforms, including all known platforms that support TLS, we can avoid
this added overhead.
If the assembly stubs are all the same size, the pointer need not be stored for every function. The location of the function can instead be calculated by multiplying the size of the dispatch stub by the offset of the function in the table. This value is then added to the address of the first dispatch stub.
This path is activated by adding the correct
#ifdef magic to
src/mesa/glapi/glapi.c just before
glprocs.h is included.