Swiftshader简介
Swiftshader是Google推出的OpenGL的软件实现. 它的机制和VM差不多, 可以动态地将shader翻译成cpu指令.
下图是它的架构, 主要有三层:
- Renderer: 负责将Shader中的操作转化为Reactor的调用.
- Reactor: 一种中间语言,主要就是包装了一下LLVM的调用.
- LLVM: Swiftshader底层通过LLVM来生成machine code.
本文分为三个部分:
- Reactor Layer Introduction
- Renderer Layer Introduction
- Debug Tips
Reactor Layer Introduction
Reactor是一种中间语言, 可以嵌入在C++中使用. 它的语法参见Reactor.md
Reactor里定义了很多数据类型:
// src/Reactor/Reactor.hpp
class Bool;
...
class Short8;
class UShort8;
...
class Int4;
class UInt4;
...
class Float4;
可以使用RR_WATCH(variable_name)的形式来print Reactor变量. 前提是在CMakeList.txt中定义ENABLE_RR_PRINT
// src/Reactor/Print.hpp
// RR_WATCH() is a helper that prints the name and value of all the supplied
// arguments.
// For example, if you had the Int and bool variables 'foo' and 'bar' that
// you want to print, you can simply write:
// RR_WATCH(foo, bar)
// When this JIT compiled code is executed, it will print the string
// "foo: 1, bar: true" to stdout.
//
// RR_WATCH() is intended to be used for debugging JIT compiled code, and
// is not intended for production use.
# define RR_WATCH(...) RR_LOG(RR_WATCH_FMT(__VA_ARGS__), __VA_ARGS__)
与LLVM的接口主要在src/Reactor/LLVMReactor.cpp
需要注意的是: Renderer Layer里对它的调用都会生成machine code, 但这些machine code并不会立刻执行, 而是作为data存在的. 只有当swiftshader将程序入口指到这些code的时候,它们才会执行.
Renderer Layer Introduciton
它处理图像的时候大致会经历三个步骤:
- VertexRoutine
- SetupRoutine
- PixelRoutine
// src/Render/Render.cpp
void Renderer::draw(DrawType drawType, unsigned int indexOffset, unsigned int count, bool update)
VertexRoutine: 用于处理顶点变换.
SetupRoutine: 根据顶点建立平面方程. 比如说根据三角形的三点来构建一个三角形的平面方程. Pixel Routine会根据平面方程来分别处理不同的pixel.
PixelRoutine: 计算pixel color, 并写入frame buffer. PixelRoutine可以细分为三个主要步骤: (a) interpolate: 将pixel shader的输入参数根据平面方程做插值 (b) apply shader: 执行pixel shader中的算子 (c) write color: 将数据写入frame buffer
PixelRoutine的处理逻辑可以参见:
// src/Shader/PixelRoutine.cpp
void PixelRoutine::quad(Pointer<Byte> cBuffer[RENDERTARGETS], Pointer<Byte> &zBuffer, Pointer<Byte> &sBuffer, Int cMask[4], Int &x)
{
...
// 这里将1个pixel的x扩展成4个pixel的x
Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16);
...
If(depthPass || Bool(!earlyDepthTest))
{
...
// 这里将1个pixel的y扩展成4个pixel的y
Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
...
for(int interpolant = 0; interpolant < MAX_FRAGMENT_INPUTS; interpolant++)
{
for(int component = 0; component < 4; component++)
{
if(state.interpolant[interpolant].component & (1 << component))
{
if(!state.interpolant[interpolant].centroid)
{
v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective, false);
}
else
{
v[interpolant][component] = interpolateCentroid(XXXX, YYYY, rhwCentroid, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
}
}
}
...
if(colorUsed())
{
...
applyShader(cMask);
...
}
If(alphaPass)
{
...
if(colorUsed())
{
...
rasterOperation(f, cBuffer, x, sMask, zMask, cMask);
}
}
...
}
}
...
}
xQuad和yQuad会在SetupRoutine里进行初始化:
// src/Shader/SetupRoutine.cpp
Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx);
Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy);
Swiftshaer使用Vector4f存放4个pixel的rgba. Float4里面存放了1个pixel的(r, r, r, r) or (g, g, g, g) or (b, b, b, b) or (a, a, a, a). 明白了这一点, code会容易理解很多.
Debug Tips:
- Profile switch of PixelRoutine
// src/Main/Config.hpp
#define PERF_PROFILE 0 // Profile various pipeline stages and display the timing in SwiftConfig
- Dump llvm’s IR
// src/Reactor/LLVMReactor.cpp
if(false)
{
std::error_code error;
llvm::raw_fd_ostream file(std::string(name) + "-llvm-dump-unopt.txt", error);
jit->module->print(file, 0);
}
- Print shader
// src/OpenGL/libGLESv2/Shader.cpp
if(false)
{
static int serial = 1;
if(false)
{
char buffer[256];
sprintf(buffer, "shader-input-%d-%d.txt", getName(), serial);
FILE *file = fopen(buffer, "wt");
fprintf(file, "%s", mSource);
fclose(file);
}
getShader()->print("shader-output-%d-%d.txt", getName(), serial);
serial++;
}
- Settings of Swiftshader Swiftshader提供了很多配置, 包括图像质量/线程数量/优化等级等等, 这些都会极大地影响性能
// Swiftshader.ini
...
[Quality]
TextureSampleQuality=2
MipmapQuality=1
PerspectiveCorrection=1
TranscendentalPrecision=2
TransparencyAntialiasing=0
[Processor]
ThreadCount=0
EnableSSE3=1
EnableSSSE3=1
EnableSSE4_1=1
[Optimization]
OptimizationPass1=1
OptimizationPass2=0
OptimizationPass3=0
OptimizationPass4=0
OptimizationPass5=0
OptimizationPass6=0
OptimizationPass7=0
OptimizationPass8=0
OptimizationPass9=0
OptimizationPass10=0
...