[Feat] (MG_Util): the async-compile pool skeleton behind a default-off flag (P1 stage 1)

Standalone Asio (submodule, asio-1-38-2 @ 8806a680, ASIO_STANDALONE +
ASIO_NO_DEPRECATED, header-only - no linked artifact) and the job machinery
the async shader pipeline will run on: JobNode (state machine with deferred
errors, continuations firing exactly once, dependency counters, cancel
semantics split into request vs outcome) and ShaderCompilePool
(asio::thread_pool behind a pimpl so no header leaks asio; big-core count
via cpufreq at >=85% of peak clamped to [1,4]; lazily constructed, so with
the flag off no worker thread ever exists; StopAndDrain leads DestroyImpl).

MOBILEGL_ASYNC_SHADER_COMPILE / _THREADS config knobs, default OFF. Nothing
in the GL pipeline references the pool yet - grep-verified; the full
DirectGLES retrace and compile benches are byte- and time-identical. 25
threaded unit tests, clean across 20x gtest_repeat.
This commit is contained in:
BZLZHH
2026-08-08 05:28:51 -04:00
parent d6caed7822
commit 8191075133
13 changed files with 1132 additions and 0 deletions
+2
View File
@@ -181,6 +181,8 @@ namespace MobileGL::MG_ConfigLoader {
features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS");
features.MagmaMultiDrawMode = QueryEnvMultiDrawMode("MOBILEGL_MAGMA_MULTIDRAW_MODE");
features.EsprytMultiDrawMode = QueryEnvGLESMultiDrawMode("MOBILEGL_ESPRYT_MULTIDRAW_MODE");
features.AsyncShaderCompile = QueryEnvQuirkOverride("MOBILEGL_ASYNC_SHADER_COMPILE");
features.AsyncShaderCompileThreads = QueryEnvUint32("MOBILEGL_ASYNC_SHADER_COMPILE_THREADS", 0, 0, 64);
}
inline void InitBackendType() {