Boy, is this a big subject.
First, I'll start with the obvious: Since you're calling the function (any function) from the CPU, it has to run at least partly on the CPU. So the question really is, how much of the work is done on the CPU and how much on the GPU.
Second, in order for the GPU to get to execute some command, the CPU has to prepare a command description to pass down. The minimal set here is a command token describing what to do, as well as the data for the operation to be executed. How the CPU triggers the GPU to do the command is also somewhat important. Since most of the time, this is expensive, the CPU does not do it often, but rather batches commands in command buffers, and simply sends a whole buffer for the GPU to handle.
All this to say that passing work down to the GPU is not a free exercise. That cost has to be pitted against just running the function on the CPU (no matter what we're talking about).
Taking a step back, you have to ask yourself why you need a GPU at all. The fact is, a pure CPU implementation does the job (as AshleysBrain mentions). The power of the GPU comes from its design to handle:
- specialized tasks (rasterization, blending, texture filtering, blitting, ...)
- heavily parallel workloads (DeadMG is pointing to that in his answer), when a CPU is more designed to handle single-threaded work.
And those are the guiding principles to follow in order to decide what goes in the chip. Anything that can benefit from those ought to run on the GPU. Anything else ought to be on the CPU.
It's interesting, by the way. Some functionality of the GL (prior to deprecation, mostly) are really not clearly delineated. Display lists are probably the best example of such a feature. Each driver is free to push as much as it wants from the display list stream to the GPU (typically in some command buffer form) for later execution, as long as the semantics of the GL display lists are kept (and that is somewhat hard in general). So some implementations only choose to push a limited subset of the calls in a display list to a computed format, and choose to simply replay the rest of the command stream on the CPU.
Selection is another one where it's unclear whether there is value to executing on the GPU.
Lastly, I have to say that in general, there is little correlation between the API calls and the amount of work on either the CPU or the GPU. A state setting API tends to only modify a structure somewhere in the driver data. It's effect is only visible when a Draw, or some such, is called.
A lot of the GL API works like that. At that point, asking whether glEnable(GL_BLEND)
is executed on the CPU or GPU is rather meaningless. What matters is whether the blending will happen on the GPU when Draw is called. So, in that sense, Most GL entry points are not accelerated at all.
I could also expand a bit on data transfer but Danvil touched on it.
I'll finish with the little "s/w path". Historically, GL had to work to spec no matter what the hardware special cases were. Which meant that if the h/w was not handling a specific GL feature, then it had to emulate it, or implement it fully in software. There are numerous cases of this, but one that struck a lot of people is when GLSL started to show up.
Since there was no practical way to estimate the code size of a GLSL shader, it was decided that the GL was supposed to take any shader length as valid. The implication was fairly clear: either implement h/w that could take arbitrary length shaders -not realistic at the time-, or implement a s/w shader emulation (or, as some vendors chose to, simply fail to be compliant). So, if you triggered this condition on a fragment shader, chances were the whole of your GL ended up being executed on the CPU, even when you had a GPU siting idle, at least for that draw.