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[Feat, Test] (MG_Impl, MG_State, MG_Util): opt-in MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS - shader compile status/log answer without joining, latched per compile
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@@ -136,6 +136,19 @@ namespace MobileGL::MG_Config {
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// MOBILEGL_ASYNC_SHADER_COMPILE_THREADS: shader-compile worker count. 0 (unset) means
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// auto, which is min(4, big cores); an explicit value is honoured as given.
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Uint32 AsyncShaderCompileThreads = 0;
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// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while a compile job is still in flight,
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// glGetShaderiv(GL_COMPILE_STATUS) answers GL_TRUE and the shader info log reads
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// empty, WITHOUT joining the job (latched per compile - see
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// ShaderObject::TakeOptimisticCompileAnswer). A deliberate, bounded spec violation:
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// a real failure still fails the program link with the compile log quoted. It
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// exists for applications that compile hundreds of shaders serially and read the
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// status right after each glCompileShader - Iris's shader-pack load - where those
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// per-shader joins are what serializes the batch on its main path (Iris's gbuffer
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// phase issues no program-level query between programs; program-level LINK_STATUS
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// and the program info log still join truthfully, so paths that check each link
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// immediately stay serial by their own construction). Off by default; never
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// advertise it.
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QuirkOverride AsyncOptimisticShaderStatus = QuirkOverride::Auto;
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};
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extern FeaturesTable Features;
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} // namespace MobileGL::MG_Config
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