[Feat] (MG_Impl, MG_State, MG_Util): the GL_KHR_parallel_shader_compile surface (P1 stage 5)

GL_COMPLETION_STATUS_KHR in both object getters, reading the non-joining
node-direct state - the one query that must never block is asserted never
to reach a join gate. glMaxShaderCompilerThreadsKHR/ARB share one
implementation: a zero count suspends async FIRST and then joins every
outstanding compile and link this context owns (suspend-before-join is the
only order whose post-condition is 'nothing in flight'), a nonzero count
restores; the suspension is a process latch the extension controls, kept
distinct from the configuration flag that gates the ADVERTISEMENT - an app
that turned threading off has not made the extension disappear.
GL_MAX_SHADER_COMPILER_THREADS_KHR reports the thread count. DriverPost
gains the MobileGL-side async row (PASS/INFO naming the env knob) and an
informational host-driver row backed by a new GLES capability probe.

The extension string itself lands per backend in the two follow-up
commits, keeping this one green stand-alone.
This commit is contained in:
BZLZHH
2026-08-08 13:17:58 -04:00
parent 6f8b7fbc40
commit bd0def6133
15 changed files with 265 additions and 10 deletions
+47
View File
@@ -17,6 +17,7 @@
// MG_State code: it runs standalone, before MG_State::Init().
#include <MG_State/GLState/VertexArrayState/VertexArrayObject.h>
#include <MG_Util/Converters/MGToStr/GLExtensionConverter.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <chrono>
#include <thread>
@@ -122,6 +123,37 @@ namespace MobileGL::MG_Util::SelfTest {
return result;
}
// ---- Asynchronous shader compilation ------------------------------------
// MobileGL's OWN capability row, appended for both backends: nothing about it comes
// from the device driver, so it is the same fact on Espryt and on Magma. The POST
// rule ("every new capability gets a row") applies to frontend capabilities too -
// and this one especially, because it is the capability that changes what
// applications DO, not just what they can do: with the extension advertised, Iris
// and Sodium batch their pipeline compiles and poll GL_COMPLETION_STATUS_KHR.
//
// PASS when it is on (the intended configuration once the default flips), INFO when
// it is off - "off" is a supported configuration, not a degradation, so it must not
// colour the verdict. Either way the row names MOBILEGL_ASYNC_SHADER_COMPILE, so a
// user reading a POST page can tell which side of the switch they are on and how to
// change it.
void AppendAsyncShaderCompileRow(ReportBuilder& builder) {
constexpr const char* rowName = "Asynchronous shader compilation";
if (!MG_Util::Async::AsyncShaderCompileEnabled()) {
builder.Info(rowName,
"off; glCompileShader and glLinkProgram run on the calling thread and "
"GL_KHR_parallel_shader_compile is not advertised (set environment variable "
"MOBILEGL_ASYNC_SHADER_COMPILE=1 to enable it)");
return;
}
const Uint threads = MG_Util::Async::DetectShaderCompileThreadCount();
builder.Pass(rowName,
format("on with {} compiler thread{}; GL_KHR_parallel_shader_compile is advertised "
"and GL_MAX_SHADER_COMPILER_THREADS_KHR = {} (set environment variable "
"MOBILEGL_ASYNC_SHADER_COMPILE=0 to disable it, or "
"MOBILEGL_ASYNC_SHADER_COMPILE_THREADS=n to change the count)",
threads, threads == 1 ? "" : "s", threads));
}
// Appends the four "MobileGL reported ..." rows for one backend section.
// GL_VENDOR and GL_VERSION only depend on the backend's static identity, so
// they are always concrete; GL_RENDERER and GL_EXTENSIONS need data from the
@@ -130,6 +162,9 @@ namespace MobileGL::MG_Util::SelfTest {
const Optional<String>& backendApiVersionString,
const Optional<String>& advertisedExtensions) {
static const String Unavailable = "unavailable (backend probe failed)";
// Frontend capability, not a probe result, so it is appended on every path -
// including one where the device probe failed outright.
AppendAsyncShaderCompileRow(builder);
builder.MobileGLReported("MobileGL reported GL_VENDOR", BuildReportedGLVendor(identity));
builder.MobileGLReported("MobileGL reported GL_VERSION", BuildReportedGLVersion(identity));
builder.MobileGLReported("MobileGL reported GL_RENDERER",
@@ -416,6 +451,18 @@ namespace MobileGL::MG_Util::SelfTest {
"not supported; 16-bit normalized texture formats need emulation");
}
// INFO, never WARN: this is the HOST driver's ability to compile its own ESSL on
// its own threads, and MobileGL's asynchronous compilation does not depend on it
// in the slightest - the pool parallelises GLSL -> SPIR-V -> ESSL translation,
// which is where a shaderpack load actually spends its time, and it does that on
// a driver that has never heard of the extension. The row exists so that the day
// the driver-side half is overlapped too, the POST already says which devices can.
builder.Info("Driver GL_KHR_parallel_shader_compile",
caps.SupportsParallelShaderCompile
? "supported; the device driver can also compile the translated ESSL off-thread"
: "not supported; the device driver compiles the translated ESSL on the calling "
"thread (MobileGL's own compile pool is unaffected)");
builder.Info("Indirect gl_InstanceID semantics",
caps.IndirectDrawInstanceIdIncludesBaseInstance
? "includes baseInstance (ANGLE-style; MobileGL's shader rewrite keeps gl_InstanceID "