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MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.h
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// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include <MG_State/GLState/ProgramState/ProgramObject.h>
#include <MG_State/GLState/ProgramState/ShaderCompileTask.h>
#include <MG_Util/Async/JobNode.h>
#include <MG_Util/ShaderTranspiler/CompileEnv.h>
#include <MG_Util/ShaderTranspiler/TranslationCache.h>
namespace MobileGL::MG_State::GLState {
// One attached shader, as the link sees it: never the ShaderObject, always a snapshot.
//
// The ShaderObject is GL-thread-owned and may be re-sourced, detached or destroyed while
// this link is still queued; everything below is either immutable or independently owned,
// so none of that can reach the worker.
struct LinkShaderInput {
ShaderStage stage = ShaderStage::Unknown;
// For the compile-error diagnostic and the compute local_size check, both of which
// quote the ORIGINAL source rather than the preprocessed one.
SharedPtr<const String> source;
// The authoritative compiled state. Null, or non-Complete, both read as "this shader
// did not compile" - the same verdict ShaderObject's join gate produces.
SharedPtr<const ShaderCompileTask> compiled;
};
// PHASE A of one glLinkProgram: the half that decides what GL can be asked about the
// program - glslang link + mapIO, the GL-facing reflection surface, fragment-output
// validation and transform-feedback resolution - with every input it needs snapshotted at
// enqueue.
//
// Every one of the eight ways a link can fail lives here, so once this node has published
// through EnsureLinkJoined() the program's LINK_STATUS, info log and entire query surface
// are FINAL and truthful. SPIR-V generation, spirv-opt and the global-UBO routing tables
// moved to ProgramSpirvTask, which chains behind this node and is joined by only five
// getters (see ProgramObject::EnsureSpirvJoined).
//
// Same ownership rule as ShaderCompileTask: the body reads nothing but `in` (all of it
// owned or immutable) and writes nothing but `artifacts`. No GL call, no
// pActiveBackendObject read, no pGLContext->RecordError(); the device limits arrive
// through the CompileEnv snapshot and diagnostics are deferred to the join.
//
// ONE LINK IS ONE HANDLER. RunBody() runs start to finish inside a single pool handler
// and is the only place `artifacts` is written. Splitting it across handlers to
// "pipeline" the reflection half would let a cancel land between the halves and publish a
// program whose SPIR-V and reflection describe different things - so any such split has
// to be structural: the first half must publish a LINK_STATUS and a query surface that
// are already final, and a lost second half must degrade to "linked but not drawable",
// never to a half-published program. (The intermediates' ordering constraint that used to
// be quoted here is retested and no longer binding; see the ordering note in RunBody.)
class ProgramLinkTask final : public MG_Util::Async::JobNode {
public:
// ---- inputs, snapshotted on the GL thread in ProgramObject::Link()'s prologue ----
struct Inputs {
Uint externalIndex = 0; // logs only
Vector<LinkShaderInput> shaders; // already stage-sorted
SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env;
// Startup configuration copied with the task, never read from worker code.
Bool enableSpirvValidation = false;
// The four "takes effect at the next link" request maps. Snapshotted rather than
// referenced, which is precisely what makes glBindAttribLocation and friends
// legal to call over a pending link without cancelling it: the pending link keeps
// linking the inputs it was given.
UnorderedMap<String, Uint> explicitAttribLocations; // glBindAttribLocation
UnorderedMap<String, Uint> explicitFragDataLocation; // glBindFragDataLocation
UnorderedMap<String, Uint> explicitFragDataIndex; // glBindFragDataLocationIndexed
Vector<String> requestedXfbVaryings; // glTransformFeedbackVaryings
GLenum requestedXfbBufferMode = GL_INTERLEAVED_ATTRIBS;
Int maxFragmentOutputColorNumber = 8; // GL_MAX_DRAW_BUFFERS, stamped in by the entry point
} in;
// ---- output: valid iff IsComplete(), immutable afterwards ----
// Moved (never copied) into the ProgramObject by EnsureLinkJoined().
ProgramObject::LinkArtifacts artifacts;
// ---- output: everything ProgramSpirvTask needs to run without this node's
// artifacts, filled at the tail of a successful RunBody() ----
//
// THIS IS NOT `artifacts` AND MUST NOT BE MERGED INTO IT. The GL thread MOVES
// `artifacts` out of this node at the join, and phase B runs on a worker afterwards -
// so phase B may read `spirvHandoff` and `in` (neither is ever touched by the join)
// and this node's JobState, and nothing else on it. Reading `artifacts` or
// `diagnostics` from phase B would race the publish.
struct SpirvHandoff {
// MANDATORY, and the reason this struct exists at all: TProgram::addShader stores
// a RAW TShader*, and for the one-shader-per-stage case getIntermediate() returns
// the TShader's own intermediate rather than a copy. These used to die when
// RunBody() returned, which was safe only because nothing called getIntermediate()
// afterwards. GlslangToSpv does exactly that, so phase B has to own them.
//
// MEMORY NOTE: this is the one thing the split makes live LONGER than it used to -
// a glslang arena per stage, megabytes for a shaderpack, now alive from the end of
// phase A until phase B runs instead of dying with the link body, so a deep
// phase-B backlog holds one arena per queued program. Phase B clears this vector
// as soon as GlslangToSpv returns, but read that call site's comment before
// relying on it: for the COMMON case (a shader linked into exactly one program)
// the compile node co-owns the same TShader and phase A pins that node, so the
// clear frees nothing and only the re-parsed CAS-loser shaders are actually
// released. If peak RSS ever becomes the binding constraint on a pack load, THIS
// is the field to attack - by bounding the backlog, by releasing the compile
// node's own reference at claim time, or by moving GlslangToSpv back into phase A.
Vector<SharedPtr<glslang::TShader>> shaders;
// GL enum per entry of `in.shaders`, in the same order (GetSpirvBinaryFromProgram
// walks it to pick the intermediates).
Vector<GLenum> shaderTypes;
// The reflection slice BuildGlobalUboRouting consumes: {program, uniformLocations,
// uniformIndexInTProgram, tProgramUniformIndexToGl, maxUniformLocation}. Carried
// as a LinkArtifacts with only those five fields set, so the routing pass can keep
// calling ProgramObject::IsValidUniformLocation / GetUniformArraySizeByTIndex
// unchanged. The SharedPtr copy of `program` is also what keeps the TProgram alive
// for phase B after the join has moved `artifacts` away.
ProgramObject::LinkArtifacts reflection;
// L1 shader-translation memo key for this program's SPIR-V (see
// MG_Util/ShaderTranspiler/TranslationCache.h). Built HERE, at the tail of phase
// A, and not by phase B - two reasons, both structural:
// * the key covers the three link-time request maps, which live in `in` - and
// it has to be built before the link, because a hit is what makes the link
// unnecessary;
// * built once, it serves both the lookup and the insert, so the program's
// sources are copied into the blob exactly once per link.
// Invalid (null blob) when the cache is disabled, or when a stage arrived
// without preprocessed source - in which case phase B simply translates.
MG_Util::ShaderTranspiler::TranslationCacheKey spirvCacheKey;
// Set on an L1 HIT: phase B publishes these SpirvArtifacts verbatim instead of
// generating anything. Null on a miss.
SharedPtr<const ProgramObject::SpirvArtifacts> cachedSpirv;
// Set on a MISS: the LinkArtifacts phase B has to pair with its own SpirvArtifacts
// to insert the completed front end. Copied here rather than read off the node,
// because the GL-thread join MOVES `artifacts` out before phase B runs.
SharedPtr<const ProgramObject::LinkArtifacts> linkArtifactsForCache;
// The one flag phase B tests before doing anything: false means this link never
// reached the tail of RunBody (it failed, or was cancelled mid-body).
Bool ready = false;
} spirvHandoff;
// Posts this job once every compile in `deps` is terminal - and not one moment
// earlier, so the body never waits on anything (invariant I4: no job body may block
// on another job, or the pool could deadlock with all its workers waiting on each
// other). `deps` is the subset of the snapshot's compile nodes that were still
// in flight; an already-terminal one needs no edge.
//
// GL thread only, and only after the caller has stored a SharedPtr to this node:
// OnDepSettled takes shared_from_this().
void SubmitAfter(const Vector<SharedPtr<ShaderCompileTask>>& deps);
private:
void RunBody() override;
// Runs when one dependency goes terminal - on whichever thread drove it there, which
// is a pool worker for a compile that finished on one. Non-throwing by construction;
// see the definition.
void OnDepSettled();
// ---- the link body, split exactly as ProgramObject::Link() had it ----
// Each returns false to abort the link with `artifacts.infoLog` already set, which is
// GL's definition of a failed link: LINK_STATUS false plus a log, never a GL error.
// The two link-rejection gates that need no parsed shader: a compute stage mixed
// with any other, and an attached shader that failed to compile. Split out of
// ConsumeShaders so they still run - in the same order, with the same diagnostics -
// BEFORE the L1 memo is consulted, rather than behind a hit that would skip them.
// Merges the per-stage explicit default-block uniform locations glslang recorded at
// compile time. Reads the compile snapshots only, so it runs before any parse - and
// before the L1 memo, so a hit can never paper over a program that must fail to link.
// Sets artifacts.infoLog and leaves linkStatus false when two stages disagree on an
// explicit uniform location.
void MergeShaderSideChannels();
Bool ValidateAttachedShaders();
Bool ConsumeShaders(Vector<SharedPtr<glslang::TShader>>& outShaders);
// Publishes a whole front end straight out of the L1 memo: no TShader, no TProgram,
// no SPIR-V generation. Returns false on a miss.
Bool TryPublishFromTranslationCache();
// The L1 memo key for the SPIR-V this program is about to generate, or an invalid
// key when the cache is off or a stage has no preprocessed source to key on.
// Called at the tail of RunBody, where every input it needs is still owned by this
// node and `artifacts` has not yet been published.
MG_Util::ShaderTranspiler::TranslationCacheKey BuildSpirvCacheKey(
const MG_Util::ShaderTranspiler::CompileEnv& env) const;
Bool DoReflection(const MG_Util::ShaderTranspiler::CompileEnv& env);
// Copies every reflection record the GL query surface reads out of the glslang
// TProgram into LinkArtifacts own owned tables. Runs at the tail of DoReflection.
void SnapshotGlslangReflection();
// Gives every storage block whose shader declared no layout(binding = N) the binding
// GL 4.3 core 7.8 says it has - zero - because glslang's IO mapper has by then invented
// one and overwritten the qualifier. See the definition for why the invented binding is
// deliberately left in place for the backends' own use.
void SeedDefaultStorageBlockBindings();
Bool ValidateFragmentOutputLocations();
Bool ResolveTransformFeedbackVaryings();
void ResolveGsTriangleStripCapture(const glslang::TIntermediate* captureIntermediate);
// Worker-side MGLOG replacement: appended to diagnostics.logLines and replayed by the
// join, on the GL thread, where a serial implementation would have printed it.
// Logging straight from a worker interleaves mid-line with the GL thread's output and
// lands out of order relative to the glLinkProgram that caused it.
void DeferLog(String line);
// Counts down to zero exactly once. Starts at deps + 1: the extra guard is released
// by SubmitAfter itself, so a dependency that settles while the edges are still being
// registered cannot post the job from under a half-built dependency list.
std::atomic<Int> m_remainingDeps{0};
};
} // namespace MobileGL::MG_State::GLState