[Feat] (MG_State, MG_Util): async shader compilation behind the default-off flag (P1 stage 3)

glCompileShader with MOBILEGL_ASYNC_SHADER_COMPILE=1 snapshots its inputs on
the GL thread (source SharedPtr, CompileEnv, cache handle) and runs the whole
pure pipeline - preprocess, validators, extractors, glslang parse - as a
ShaderCompileTask on the worker pool, returning immediately. Every read of
compile-produced state joins through the single Compiled() gate; links stay
synchronous this stage and join their attached shaders at the top of the
body. Flag off, the path is the same code run inline.

Mechanics: the job node owns all its inputs (no back-pointer, no lifetime
tie to the shader object), so re-sourcing or deleting a pending shader is
cancel-and-drop, never a wait; glslang worker hygiene is a TLS-allocator
scope guard plus GL-thread builtin prewarm (gated on the flag, latch reset
on Destroy so re-initialization re-warms); worker-side diagnostics defer
through the job and replay on the GL thread at the join, enforced by
IsPoolThread asserts in RecordError and an empty-deferred-errors tripwire.
A body that throws publishes a COMPLETE failed compile (status false, real
info log) rather than an abandoned node, and never memoizes away the retry;
a failed enqueue (OOM) cancels the node instead of stranding the joiner -
including inside the dispatch loop, where the in-flight slot is repaid.
The pool StopAndDrains from an atexit sentinel too: workers still inside
glslang parse while exit() ran static destructors was a real 2-in-5 SIGSEGV,
reproduced and fixed (15/15 clean after).

Backend-internal shader objects (default FS, DirectVulkan blit/mipmap) are
cache-less and always compile inline - compile-and-read-in-one-breath needs
no round trip.

Gates: unit suite 488/488 with the flag off AND on (x5); AsyncCompileTest
(12 e2e cases: pending re-source/delete/recompile, byte-identical failure
logs across modes, 48-compile cache stress) x10 repeats clean both modes;
full NVIDIA DirectGLES retrace identical result sets flag off/on (zero new
deltas); compile-phase timing flat as designed (links still serial - the
parallel win arrives with stage 4's async link + stage 5's
KHR_parallel_shader_compile).
This commit is contained in:
BZLZHH
2026-08-08 10:33:50 -04:00
parent c93e5fa409
commit e5fb57f7eb
19 changed files with 1448 additions and 379 deletions
+19
View File
@@ -28,6 +28,22 @@ add_executable(
ProgramTest.cpp
)
add_executable(
AsyncCompileTest
AsyncCompileTest.cpp
)
target_include_directories(AsyncCompileTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
AsyncCompileTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
target_include_directories(ProgramTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
@@ -42,3 +58,6 @@ target_link_libraries(
include(GoogleTest)
gtest_discover_tests(ProgramUtilTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(ProgramTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
# Heavier than the rest of the unit suite by design: several cases deliberately saturate the
# compile pool so there is something in flight to race against.
gtest_discover_tests(AsyncCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)