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https://github.com/MobileGL-Dev/MobileGL
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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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@@ -157,6 +157,22 @@ void main() {
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const QuirkOverride m_saved;
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};
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// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS, forced in-process for the same reason
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// as AsyncModeScope: one ctest run asserts the quirk against the ambient default.
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class OptimisticStatusScope {
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public:
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explicit OptimisticStatusScope(const QuirkOverride mode)
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: m_saved(MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus) {
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MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = mode;
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}
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~OptimisticStatusScope() { MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = m_saved; }
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OptimisticStatusScope(const OptimisticStatusScope&) = delete;
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OptimisticStatusScope& operator=(const OptimisticStatusScope&) = delete;
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private:
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const QuirkOverride m_saved;
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};
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// glMaxShaderCompilerThreadsKHR writes process-wide state; a scenario that calls
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// it has to put the pool back or it changes how every scenario after it compiles.
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class CompilerThreadScope {
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@@ -463,5 +479,81 @@ void main() {
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// The Iris two-phase shape end to end on a real driver, with the optimistic-status
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// quirk on: phase 1 compiles each stage and reads its log then its status (both
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// answered optimistically), links, detaches and deletes the shaders for every
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// program with no program-level read anywhere; phase 2 then checks every link and
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// draws every program. Deliberately NOT built on the harness CompileProgram(),
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// whose status read would join and collapse the phase-1 overlap this exists to
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// exercise. What the unit suite cannot see - worker-produced artifacts the backend
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// then mis-renders - shows up here as a wrong quadrant signature.
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TEST_F(AsyncCompileScenario, IrisShapedTwoPhaseBatchRendersCorrectly) {
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if (!Ready()) return;
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constexpr int kPrograms = 12;
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// Distinct per program (so neither the source memo nor the adoption map turns
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// a compile into a no-op) but a pure pass-through at runtime: the bulk sits in
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// a branch a zero-initialised uniform never takes.
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const auto fragmentSource = [](const int index) {
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std::string source = "#version 330 core\nin vec3 vColor;\nout vec4 oColor;\n";
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source += "uniform float uGate" + std::to_string(index) + ";\n";
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source += "void main() {\n oColor = vec4(vColor, 1.0);\n";
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source += " if (uGate" + std::to_string(index) + " > 1e30) {\n float acc = 1.0;\n";
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for (int i = 0; i < 60; ++i) {
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source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0);\n";
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}
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source += " oColor = vec4(acc);\n }\n}\n";
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return source;
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};
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std::vector<GLuint> programs;
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{
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const AsyncModeScope async(true);
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const OptimisticStatusScope quirk(QuirkOverride::ForceOn);
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const CompilerThreadScope threads;
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glMaxShaderCompilerThreadsKHR(1);
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for (int i = 0; i < kPrograms; ++i) {
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m_sources.push_back(fragmentSource(i));
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const char* fsText = m_sources.back().c_str();
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const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &kVertexSource, nullptr);
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glCompileShader(vs);
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(void)ShaderInfoLog(vs); // Iris's exact order: the log first...
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(void)ShaderCompileStatus(vs); // ...then the status; both optimistic.
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const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fsText, nullptr);
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glCompileShader(fs);
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(void)ShaderInfoLog(fs);
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(void)ShaderCompileStatus(fs);
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const GLuint program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glBindAttribLocation(program, 0, "aPos");
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glBindAttribLocation(program, 1, "aColor");
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glLinkProgram(program);
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glDetachShader(program, vs);
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glDetachShader(program, fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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programs.push_back(program);
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}
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}
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for (int i = 0; i < kPrograms; ++i) {
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const GLuint program = programs[static_cast<std::size_t>(i)];
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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ASSERT_EQ(linked, GL_TRUE) << "program " << i;
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const Image image = DrawFrameWith(program);
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EXPECT_EQ(image.QuadrantSignature(), "blue,green,red,white") << "program " << i;
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}
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for (const GLuint program : programs) glDeleteProgram(program);
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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} // namespace
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} // namespace MGITest
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