mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 06:08:30 +09:00
[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:
@@ -135,12 +135,25 @@ TEST(ShaderCompilePoolLifecycle, DetectedThreadCountIsPositive) {
|
||||
EXPECT_GE(DetectShaderCompileThreadCount(), 1u);
|
||||
}
|
||||
|
||||
TEST(ShaderCompilePoolLifecycle, AsyncIsOffByDefaultInThisStage) {
|
||||
// Stage 1 ships the machinery wired to nothing. If this ever fails without the default
|
||||
// constant having been deliberately flipped, something enabled async by accident.
|
||||
EXPECT_EQ(MG_Config::Features.AsyncShaderCompile, MG_Config::QuirkOverride::Auto);
|
||||
TEST(ShaderCompilePoolLifecycle, AsyncIsOffByDefaultAndTheOverrideDecidesEitherWay) {
|
||||
// The shipped default is still off, and an unset MOBILEGL_ASYNC_SHADER_COMPILE resolves
|
||||
// to it. If the first expectation ever fails without the constant having been
|
||||
// deliberately flipped, something enabled async by accident.
|
||||
//
|
||||
// Driven through Features rather than read from it: from stage 3 on, the whole suite is
|
||||
// also run with MOBILEGL_ASYNC_SHADER_COMPILE=1 exported, so a test that simply asserted
|
||||
// "the resolved answer is false" would either fail there or - worse - silently pass in a
|
||||
// binary that never loaded the config and prove nothing at all.
|
||||
EXPECT_FALSE(kAsyncShaderCompileDefault);
|
||||
|
||||
const MG_Config::QuirkOverride saved = MG_Config::Features.AsyncShaderCompile;
|
||||
MG_Config::Features.AsyncShaderCompile = MG_Config::QuirkOverride::Auto;
|
||||
EXPECT_EQ(AsyncShaderCompileEnabled(), kAsyncShaderCompileDefault);
|
||||
MG_Config::Features.AsyncShaderCompile = MG_Config::QuirkOverride::ForceOn;
|
||||
EXPECT_TRUE(AsyncShaderCompileEnabled());
|
||||
MG_Config::Features.AsyncShaderCompile = MG_Config::QuirkOverride::ForceOff;
|
||||
EXPECT_FALSE(AsyncShaderCompileEnabled());
|
||||
MG_Config::Features.AsyncShaderCompile = saved;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user