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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (ShaderTranspiler, ProgramState): memoize the glslang parse verdict so a repeated compile skips the parse
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@@ -133,13 +133,18 @@ namespace MobileGL::MG_State::GLState {
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// * CAS-LOSER shaders (the re-parse in ShaderCompileTask::ClaimParsedShader, i.e.
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// the 2nd..Nth link of a shared shader): freed here in full. The handoff is their
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// ONLY owner.
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// * CAS-WINNER shaders (the common case - one shader object linked into one
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// program, which is every program of an Iris pack load): NOT freed here. The
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// winner branch returns a COPY of ShaderCompileTask::artifacts.shader
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// (ShaderCompileTask.cpp:320) and the node never releases its own reference, while
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// phase A holds that node through in.shaders[i].compiled for its whole life - and
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// phase A lives until PhaseAReleaser fires at the end of this body. So the
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// refcount goes 2 -> 1 here and the arena dies where it would have died anyway.
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// * L1c-HIT shaders (the compile published a verdict and never parsed, so the parse
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// was made on demand by ClaimParsedShader): freed here in full, exactly like a
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// CAS loser and for the same reason - the handoff is their only owner. This
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// category did not exist before the translation memo's compile half, and it makes
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// the clear below strictly more effective than the paragraph below describes.
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// * CAS-WINNER shaders (one shader object linked into one program, whose compile
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// MISSED L1c and therefore stored its parse): NOT freed here. The winner branch
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// returns a COPY of ShaderCompileTask::artifacts.shader and the node never
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// releases its own reference, while phase A holds that node through
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// in.shaders[i].compiled for its whole life - and phase A lives until
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// PhaseAReleaser fires at the end of this body. So the refcount goes 2 -> 1 here
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// and the arena dies where it would have died anyway.
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//
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// Making it free the winner's arena too means releasing whatever pins the TShader
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// inside the compile node, and neither obvious route is safe as a drive-by: moving out
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@@ -15,17 +15,25 @@ namespace MobileGL::MG_State::GLState {
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// ===================================================================================
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// L1 of the shader translation memo: THE WHOLE FRONT END of one glLinkProgram.
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//
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// A hit skips the glslang parse, the glslang link and mapIO, GlslangToSpv, the 11-pass
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// A hit skips the glslang link and mapIO, GlslangToSpv, the 11-pass
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// SanitizeAndOptimizeBinary chain, buildReflection, and the global-UBO routing pass. No
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// TShader and no TProgram is constructed at all - which is only possible because the GL
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// query surface no longer reads one (see ProgramObject::UniformReflection and
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// TProgram is constructed at all - which is only possible because the GL query surface no
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// longer reads one (see ProgramObject::UniformReflection and
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// ProgramLinkTask::SnapshotGlslangReflection).
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//
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// IT DOES NOT SKIP THE PARSE, and no widening of this payload could: the parse belongs to
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// glCompileShader, a different entry point one job earlier, and it has already run by the
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// time a link looks this key up. Skipping it is L1c's job - the compile half of the memo,
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// in MG_Util/ShaderTranspiler/TranslationCache.h. The two together are what make a
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// repeated program build construct no glslang object of any kind; either one alone leaves
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// roughly half the front end on the hot path (~322 us of parse against a ~650 us
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// CTS-shaped program build, and 1.45-1.48x measured on device with L1 alone).
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//
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// WHY THE PAYLOAD IS THE WHOLE THING rather than just the SPIR-V: the frontend answers
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// glGetActiveUniform, glGetProgramResource*, glGetUniformLocation and the rest out of
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// LinkArtifacts, and glUniform*/glGetUniform* out of SpirvArtifacts. Caching only the
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// modules would have left the parse and the link on the hot path to rebuild exactly the
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// data the payload can carry - and the parse alone is ~48% of a CTS-shaped program build.
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// modules would have left the link on the hot path to rebuild exactly the data the
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// payload can carry.
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//
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// WHY IT LIVES HERE AND NOT IN MG_Util: the payload is a ProgramObject::LinkArtifacts
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// plus a ProgramObject::SpirvArtifacts, and MG_Util must not depend on MG_State. The
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@@ -12,6 +12,7 @@
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#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
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#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
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#include <MG_Util/ShaderTranspiler/ShaderSourceProcessor.h>
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#include <MG_Util/ShaderTranspiler/TranslationCache.h>
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#include <MG_Util/ShaderTranspiler/Types.h>
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#include <glslang/Include/PoolAlloc.h>
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@@ -270,17 +271,80 @@ namespace MobileGL::MG_State::GLState {
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return;
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}
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ShaderAttrib attrib{.shaderType = MG_Util::ConvertShaderStageToGLEnum(stage),
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.sourceStr = shared.preprocessedSource,
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.flags = 0,
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.env = &compileEnv};
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const GLenum glShaderType = MG_Util::ConvertShaderStageToGLEnum(stage);
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// Always 0 on both production parse paths; see the key inventory on
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// ShaderParseVerdictKeyInputs for why it is in the key regardless.
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constexpr Uint32 kShaderCompileFlags = 0;
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auto result = ShaderCompiler::CompileShader(attrib);
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if (result) {
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// ---- L1c of the shader translation memo: the PARSE VERDICT ----------------------
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// Everything below this probe - the glslang parse itself - is what a hit skips. What
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// a hit does NOT produce is a TShader, and that is deliberate rather than a
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// limitation: the TShader is consume-once, so it could never have been shared, and
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// nothing on the COMPILE side of GL reads it. GL_COMPILE_STATUS, the info log,
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// GL_SHADER_SOURCE, attach/detach and reuse across programs are all answered from
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// what the verdict and the source-only half already carry.
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//
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// The parse is not skipped, it is DEFERRED: ClaimParsedShader re-parses on demand
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// when a link finds no stored parse. A link that hits L1 never asks, so the parse
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// never happens at all; a link that misses pays exactly one parse, where the CAS
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// loser has always paid it. See TranslationCache.h's L1c section.
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const TranslationCacheKey parseKey =
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ShaderTranslationCacheEnabled()
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? BuildShaderParseVerdictKey(ShaderParseVerdictKeyInputs{
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.frontendFingerprint = compileEnv.frontendFingerprint,
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.shaderType = glShaderType,
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.preprocessedSource = StringView(shared.preprocessedSource),
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.shaderCompileFlags = kShaderCompileFlags})
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: TranslationCacheKey{};
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const ShaderParseVerdictPtr verdict =
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parseKey.Valid() ? GetShaderParseVerdictCache().Find(parseKey) : nullptr;
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// The two branches produce exactly one thing between them - a verdict, plus a TShader
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// only when this task actually parsed - and converge on one publish below. Keeping the
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// publish common is what stops a hit and a miss from ever drifting on WHAT a compile
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// makes observable.
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Bool parsedOk = false;
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String parseLog;
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SharedPtr<glslang::TShader> parsedShader;
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if (verdict) {
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parsedOk = verdict->parsed;
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parseLog = verdict->infoLog;
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MGLOG_D("ShaderCompileTask: shader %u (stage %d) L1c hit - the glslang parse was skipped; "
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"compileStatus = %d",
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externalIndex, static_cast<Int>(stage), static_cast<Int>(parsedOk));
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} else {
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const ShaderAttrib attrib{.shaderType = glShaderType,
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.sourceStr = shared.preprocessedSource,
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.flags = kShaderCompileFlags,
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.env = &compileEnv};
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auto result = ShaderCompiler::CompileShader(attrib);
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parsedOk = result.has_value();
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if (parsedOk) {
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parsedShader = result.value();
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} else {
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parseLog = result.error().log;
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}
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if (parseKey.Valid()) {
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auto freshVerdict = MakeShared<ShaderParseVerdict>();
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freshVerdict->parsed = parsedOk;
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// Empty on success by construction, matching what the publish below does with
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// the artifacts' own log; the diagnostic the application reads on failure.
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freshVerdict->infoLog = parseLog;
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const SizeT verdictBytes = ShaderParseVerdictBytes(*freshVerdict);
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GetShaderParseVerdictCache().Insert(parseKey, ShaderParseVerdictPtr(Move(freshVerdict)),
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verdictBytes);
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}
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}
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if (parsedOk) {
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artifacts.compileStatus = true;
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artifacts.shader = result.value();
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// NULL ON AN L1c HIT, and that is a supported state rather than an oversight: see
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// ShaderCompileArtifacts::shader and ClaimParsedShader.
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artifacts.shader = Move(parsedShader);
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// Copy, not move: `shared` may alias a cache entry that has to outlive us, and
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// `fresh` is about to be handed to the cache.
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// `fresh` is about to be handed to the cache. Populated on the hit path too - it
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// is what ClaimParsedShader's deferred parse consumes.
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artifacts.preprocessedSource = shared.preprocessedSource;
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artifacts.explicitUniformLocations = shared.explicitUniformLocations;
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artifacts.explicitOpaqueBindings = shared.explicitOpaqueBindings;
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@@ -289,7 +353,7 @@ namespace MobileGL::MG_State::GLState {
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cache->Insert(stage, sourceHash, *source, compileEnv.fingerprint, Move(fresh));
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}
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} else {
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artifacts.infoLog = result.error().log;
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artifacts.infoLog = Move(parseLog);
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// Deferred, not logged here, for two reasons. MGLOG from a pool thread interleaves
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// mid-line with the GL thread's own output and lands out of order relative to the
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// glCompileShader that caused it; diagnostics.logLines is replayed by the join, on
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@@ -332,10 +396,11 @@ namespace MobileGL::MG_State::GLState {
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}
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}
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// Either another link already consumed the stored parse (and mapIO mutated its
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// intermediate), or there never was one. Re-parse the preprocessed source through the
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// identical configuration; that costs one glslang parse, which is what GenerateBinary
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// used to spend here on EVERY link rather than only on reuse.
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// Three ways to be here: another link already consumed the stored parse (and mapIO
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// mutated its intermediate); the compile hit L1c and never parsed at all; or there
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// simply never was one. All three want the same thing - parse the preprocessed source
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// through the identical configuration. That costs one glslang parse, which is what
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// GenerateBinary used to spend here on EVERY link rather than only when needed.
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//
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// The guard is not optional on this path: from stage 4 this runs on a pool worker,
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// and TShader::parse would leave that worker's TLS allocator pointing at a pool the
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@@ -351,7 +416,12 @@ namespace MobileGL::MG_State::GLState {
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.env = artifacts.env.get()};
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auto result = ShaderCompiler::CompileShader(attrib);
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if (!result) {
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// Should be unreachable: the same source parsed successfully at Compile().
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// Should be unreachable. This exact (stage, preprocessed source, front-end env)
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// parsed successfully once - either at this node's own Compile(), or at the
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// Compile() whose verdict L1c handed this node - and every input the parse reads
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// is covered by that tuple. ConsumeShaders turns a null into a failed link with a
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// named internal error rather than a crash, which is the right shape for a
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// "cannot happen" that would otherwise be a silent miscompile.
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outReparseLog = result.error().log;
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return nullptr;
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}
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@@ -41,6 +41,20 @@ namespace MobileGL::MG_State::GLState {
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// re-parse in ClaimParsedShader() reproduces the original parse exactly, instead of
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// re-reading whatever the backend says now.
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SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env;
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// The parse, WHEN THIS COMPILE ACTUALLY PARSED - and null otherwise, including when
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// compileStatus is true.
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//
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// That combination is not a half-finished compile; it is an L1c hit. The translation
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// memo's compile half (TranslationCache.h) knows this exact (stage, preprocessed
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// source, front-end env) parses cleanly, so the verdict is published without running
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// glslang. What a hit cannot hand over is the TShader itself: mapIO mutates its
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// aliased intermediate at link, so a parse feeds exactly ONE link and could never
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// have been shared between compiles.
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//
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// Nothing on the compile side of GL reads this - GL_COMPILE_STATUS, the info log,
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// GL_SHADER_SOURCE, attach/detach and reuse across programs are all answered from the
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// fields below. The one reader is ClaimParsedShader, which treats null as "parse it
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// now", which is the same path the consume-once CAS loser has always taken.
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SharedPtr<glslang::TShader> shader;
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// The source the parse actually consumed (after PreprocessShaderSource), kept for
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// ClaimParsedShader's re-parse so a later link never depends on the preprocessor
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@@ -53,8 +67,9 @@ namespace MobileGL::MG_State::GLState {
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};
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// The unit of asynchronous shader compilation: one glCompileShader's worth of pure CPU
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// work - preprocess, the two lexical rejections, the two lexical extractions, and the
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// glslang parse - with every input it needs owned by the node itself.
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// work - preprocess, the two lexical rejections, the two lexical extractions, and (unless
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// the translation memo's compile half already knows the answer) the glslang parse - with
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// every input it needs owned by the node itself.
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//
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// That ownership is the whole point. The node reads no GL-thread state (the source is a
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// SharedPtr<const String> snapshot, the device limits come from the CompileEnv snapshot,
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@@ -87,22 +102,29 @@ namespace MobileGL::MG_State::GLState {
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// ---- output: valid iff IsComplete(), immutable afterwards ----
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ShaderCompileArtifacts artifacts;
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// Hands out a link-consumable TShader, exactly once for the stored parse.
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// Hands out a link-consumable TShader, parsing one on demand when this node has none.
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//
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// glslang's mapIO mutates the TShader's aliased intermediate, so the parse this node
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// produced may feed exactly ONE link; every later link (a relink, or the same shader
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// attached to a second program) needs a fresh parse. The claim is a CAS on this
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// shared node rather than a flag on the ShaderObject because from stage 4 the two
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// callers can be two ProgramLinkTasks running on two workers: two programs sharing
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// one shader, linked back to back. Copying the parse out and tracking consumed-ness
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// per program would let both of them decide they were the first, run mapIO over the
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// same intermediate twice, and ship silently corrupt SPIR-V.
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// TWO WAYS TO GET HERE WITHOUT A STORED PARSE, and they share one implementation:
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// * the CAS loser. glslang's mapIO mutates the TShader's aliased intermediate, so
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// the parse this node produced may feed exactly ONE link; every later link (a
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// relink, or the same shader attached to a second program) needs a fresh one. The
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// claim is a CAS on this shared node rather than a flag on the ShaderObject
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// because from stage 4 the two callers can be two ProgramLinkTasks on two
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// workers: two programs sharing one shader, linked back to back. Copying the
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// parse out and tracking consumed-ness per program would let both of them decide
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// they were the first, run mapIO over the same intermediate twice, and ship
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// silently corrupt SPIR-V.
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// * an L1c HIT. The compile published a verdict without parsing at all (see
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// ShaderCompileArtifacts::shader), so this call IS the parse - deferred out of
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// glCompileShader to the first link that genuinely needs an AST. A link served
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// from L1 never gets here, which is the whole point: that program's front end
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// never constructs a glslang object of any kind.
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//
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// The CAS loser re-parses artifacts.preprocessedSource against THIS node's own
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// Either way the parse runs over artifacts.preprocessedSource against THIS node's own
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// CompileEnv (not against whatever the backend reports now), through the identical
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// CompileShader path - so winner and loser produce byte-identical SPIR-V. Callable
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// only once IsComplete() and compileStatus are true. Returns null only if that
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// re-parse fails, and outReparseLog then carries its diagnostics.
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// CompileShader path - so every claimant produces byte-identical SPIR-V. Callable
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// only once IsComplete() and compileStatus are true. Returns null only if that parse
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// fails, and outReparseLog then carries its diagnostics.
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//
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// Const because the claim is the node's own synchronization, not a mutation of its
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// published artifacts: a claim that is taken and then abandoned (its link was
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