[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
+1
View File
@@ -74,6 +74,7 @@ add_subdirectory(Program)
add_subdirectory(Query)
add_subdirectory(Pipeline)
add_subdirectory(ShaderTranspiler)
add_subdirectory(Util)
if (ENABLE_INTEGRATION_TESTS)
add_subdirectory(Backend/DirectVulkan)
endif()