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MobileGL/MobileGL/MG_Util/Async/ShaderCompilePool.cpp
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// MobileGL - MobileGL/MG_Util/Async/ShaderCompilePool.cpp
// 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
#include "ShaderCompilePool.h"
#include <Config.h>
#include <asio/post.hpp>
#include <asio/thread_pool.hpp>
#include <cstdio>
#include <deque>
namespace MobileGL::MG_Util::Async {
namespace {
// The memory ceiling, not a throughput guess: peak RSS during a pack load scales as
// (workers x largest glslang arena), and a shaderpack stage arena is large enough
// that four concurrent ones is already as much as a phone should be asked for.
constexpr Uint kMaxAutoShaderCompileThreads = 4;
// A core counts as "big" if its cpufreq ceiling is within 15% of the fastest core's.
// On a symmetric desktop that is every core; on a big.LITTLE phone it selects the
// cluster the GL thread itself runs on.
constexpr Uint64 kBigCoreFrequencyPercent = 85;
thread_local Bool tl_isPoolThread = false;
// Mirrors DirectGLES's InProcessTeardown()/EnsureProcessTeardownSentinel(): once the
// process has entered exit(), starting a worker thread is unsafe (cross-translation
// -unit static destruction order is unspecified, and glslang's process globals may
// already be gone). The flag is latched by an atexit handler registered lazily on
// first pool use, so it is guaranteed to run before any static destructor.
Bool g_processTeardown = false;
std::once_flag g_teardownSentinelOnce;
// The process-wide pool from Get(), for the atexit handler to stop. Never the
// stack-allocated pools a test builds - those join themselves in their destructor.
std::atomic<ShaderCompilePool*> g_processPool{nullptr};
Bool InProcessTeardown() { return g_processTeardown; }
void EnsureProcessTeardownSentinel() {
std::call_once(g_teardownSentinelOnce, [] {
std::atexit(+[] {
g_processTeardown = true;
// Latching the flag is not enough: a worker that is ALREADY inside
// glslang has to be out of it before static destruction reaches
// glslang's process globals, the SPIRV-Tools tables, or anything else a
// job body touches. This is the same wait Init.cpp's DestroyImpl does -
// it just also has to happen for a process that exits without ever
// calling eglTerminate, which is the norm for a test binary and legal
// for an application. Registered here, during main, so it runs before
// the destructors of statics constructed at load time.
ShaderCompilePool::StopAndDrainProcessPoolAtExit();
});
});
}
Uint64 ReadCpuMaxFrequencyKHz(const Uint cpu) {
const String path =
std::format("/sys/devices/system/cpu/cpu{}/cpufreq/cpuinfo_max_freq", cpu);
std::FILE* file = std::fopen(path.c_str(), "r");
if (file == nullptr) return 0;
unsigned long long value = 0;
const int scanned = std::fscanf(file, "%llu", &value);
std::fclose(file);
return scanned == 1 ? static_cast<Uint64>(value) : 0;
}
Uint DetectBigCoreCount() {
const Uint cpuCount = std::max(1u, std::thread::hardware_concurrency());
Vector<Uint64> frequencies;
frequencies.reserve(cpuCount);
for (Uint cpu = 0; cpu < cpuCount; ++cpu) {
const Uint64 frequency = ReadCpuMaxFrequencyKHz(cpu);
if (frequency == 0) break;
frequencies.push_back(frequency);
}
// Windows, macOS, and containers that hide the cpufreq tree land here, as does a
// partially readable tree: with no asymmetry information the honest answer is
// "every core is a big core", and the [1, 4] clamp bounds it anyway.
if (frequencies.size() != cpuCount) return cpuCount;
const Uint64 peak = *std::max_element(frequencies.begin(), frequencies.end());
const Uint64 threshold = peak * kBigCoreFrequencyPercent / 100;
Uint bigCores = 0;
for (const Uint64 frequency : frequencies) {
if (frequency >= threshold) ++bigCores;
}
return bigCores > 0 ? bigCores : cpuCount;
}
} // namespace
Bool AsyncShaderCompileEnabled() {
switch (MG_Config::Features.AsyncShaderCompile) {
case MG_Config::QuirkOverride::ForceOn: return true;
case MG_Config::QuirkOverride::ForceOff: return false;
case MG_Config::QuirkOverride::Auto: break;
}
return kAsyncShaderCompileDefault;
}
namespace {
// Written only by glMaxShaderCompilerThreadsKHR/ARB, i.e. only on the GL thread, but
// read by every enqueue decision, so it is atomic rather than plain: a worker never
// reads it, but a second GL thread in another context shares this process-wide pool.
std::atomic<Bool> g_asyncSuspendedByApplication{false};
} // namespace
void SetAsyncShaderCompileSuspended(const Bool suspended) {
g_asyncSuspendedByApplication.store(suspended, std::memory_order_release);
}
Bool IsAsyncShaderCompileSuspended() {
return g_asyncSuspendedByApplication.load(std::memory_order_acquire);
}
Bool AsyncShaderCompileActive() {
return AsyncShaderCompileEnabled() && !IsAsyncShaderCompileSuspended();
}
Bool OptimisticShaderStatusActive() {
switch (MG_Config::Features.AsyncOptimisticShaderStatus) {
case MG_Config::QuirkOverride::ForceOn: return AsyncShaderCompileActive();
case MG_Config::QuirkOverride::ForceOff: return false;
case MG_Config::QuirkOverride::Auto: break;
}
return kOptimisticShaderStatusDefault && AsyncShaderCompileActive();
}
Uint DetectShaderCompileThreadCount() {
if (const Uint32 configured = MG_Config::Features.AsyncShaderCompileThreads; configured > 0) {
// An explicit request is honoured as given - it is the escape hatch for measuring
// scaling and for working around a device - so it is not squeezed into [1, 4].
return configured;
}
return std::clamp(DetectBigCoreCount(), 1u, kMaxAutoShaderCompileThreads);
}
struct ShaderCompilePool::Impl {
explicit Impl(const Uint threads) : threadCount(std::max(1u, threads)), maxConcurrency(threadCount) {}
const Uint threadCount;
std::mutex mutex;
// Created on the first dispatched Post, never in the constructor: asio::thread_pool
// spawns its threads eagerly, and a build with async off must not pay for threads it
// will never use.
UniquePtr<asio::thread_pool> pool;
std::deque<SharedPtr<JobNode>> queue;
Uint inFlight = 0;
Uint maxConcurrency;
std::atomic<Bool> stopped{false};
// Callers hold `mutex`. Hands as many queued nodes to Asio as the concurrency budget
// allows. Posting under the lock is safe and is what keeps `pool` from being moved
// out by a concurrent StopAndDrain between the decision and the dispatch: asio::post
// only enqueues, it never runs the handler on the calling thread, so it cannot
// re-enter this mutex.
//
// A node asio::post fails to hand off is appended to `toCancel` instead of being
// Cancel()'d here: Cancel() runs the node's OnTerminal continuations inline (stage 4
// added ProgramLinkTask::OnDepSettled as a real one), and a continuation is free to
// call ShaderCompilePool::Post() again. Every caller of DispatchLocked holds `mutex`
// (a plain, non-recursive std::mutex) - Cancel()'ing in here would let that
// re-entrant Post() deadlock on the very lock this frame already owns. The caller
// drains `toCancel` after releasing the lock.
void DispatchLocked(Vector<SharedPtr<JobNode>>& toCancel) {
while (!queue.empty() && inFlight < maxConcurrency && !stopped.load(std::memory_order_acquire)) {
// Copy rather than move into the handler: if asio::post throws (it allocates)
// the local SharedPtr is still valid, so the node can be settled instead of
// being stranded Pending in a queue nothing will dispatch from again - a
// joiner would block on it forever. Reclaiming the slot matters just as much:
// a leaked `inFlight` shrinks the pool's concurrency budget permanently.
SharedPtr<JobNode> node = queue.front();
queue.pop_front();
++inFlight;
try {
asio::post(*pool, [this, node]() mutable { RunOnWorker(Move(node)); });
} catch (...) {
--inFlight;
toCancel.push_back(Move(node));
}
}
}
void RunOnWorker(SharedPtr<JobNode> node) {
tl_isPoolThread = true;
// A node that was already handed to Asio when StopAndDrain ran still arrives
// here; cancelling it first turns the dispatch into a state transition instead of
// a full compile, so the drain's join() returns promptly. This Cancel() runs
// before `mutex` is ever taken in this frame, so it is not subject to the
// re-entrancy hazard DispatchLocked's comment describes.
if (stopped.load(std::memory_order_acquire)) node->Cancel();
node->Run();
node.reset();
Vector<SharedPtr<JobNode>> toCancel;
{
const std::lock_guard<std::mutex> lock(mutex);
--inFlight;
DispatchLocked(toCancel);
}
// Outside the lock: see DispatchLocked's comment.
for (const auto& n : toCancel) {
if (n) n->Cancel();
}
}
};
ShaderCompilePool::ShaderCompilePool(const Uint threadCount) : m_impl(MakeUnique<Impl>(threadCount)) {}
ShaderCompilePool::~ShaderCompilePool() { StopAndDrain(); }
ShaderCompilePool& ShaderCompilePool::Get() {
// Leak-at-exit, like the other MobileGL singletons: the object itself is never
// destroyed, so no static destructor can race a late entry point for it. Its THREADS
// are a different matter and are stopped explicitly - by Init.cpp's DestroyImpl on
// the normal path, and by the atexit sentinel below for a process that exits without
// ever calling eglTerminate.
static ShaderCompilePool* pool = [] {
auto* created = new ShaderCompilePool(DetectShaderCompileThreadCount());
g_processPool.store(created, std::memory_order_release);
EnsureProcessTeardownSentinel();
return created;
}();
return *pool;
}
Bool ShaderCompilePool::IsPoolThread() { return tl_isPoolThread; }
Uint ShaderCompilePool::GetThreadCount() const { return m_impl->threadCount; }
Uint ShaderCompilePool::GetMaxConcurrency() const {
const std::lock_guard<std::mutex> lock(m_impl->mutex);
return m_impl->maxConcurrency;
}
void ShaderCompilePool::SetMaxConcurrency(const Uint n) {
Vector<SharedPtr<JobNode>> toCancel;
{
const std::lock_guard<std::mutex> lock(m_impl->mutex);
m_impl->maxConcurrency = std::clamp(n, 1u, m_impl->threadCount);
// Raising the budget releases whatever the old one was holding back.
if (m_impl->pool) m_impl->DispatchLocked(toCancel);
}
// Outside the lock: see DispatchLocked's comment.
for (const auto& n2 : toCancel) {
if (n2) n2->Cancel();
}
}
void ShaderCompilePool::Post(SharedPtr<JobNode> node) {
if (!node) return;
EnsureProcessTeardownSentinel();
// Enqueueing can throw: the thread_pool construction and asio::post both allocate,
// and under memory pressure a throw here would escape glCompileShader leaving the
// node Pending with nothing left to dispatch it - the first observable read would
// then block the GL thread forever. Settle the node instead: a cancelled node is a
// state every joiner already handles.
//
// `node` is still valid in the catch for every throw this try can produce. The
// thread_pool construction runs before the move; deque::push_back is strongly
// exception-safe and SharedPtr's move constructor is noexcept, so a throwing
// push_back never consumed it; and DispatchLocked contains its own asio::post
// failures rather than propagating them (see above). Keep it that way.
Bool enqueued = false;
Vector<SharedPtr<JobNode>> toCancel;
try {
const std::lock_guard<std::mutex> lock(m_impl->mutex);
if (!m_impl->stopped.load(std::memory_order_acquire) && !InProcessTeardown()) {
if (!m_impl->pool) m_impl->pool = MakeUnique<asio::thread_pool>(m_impl->threadCount);
m_impl->queue.push_back(Move(node));
m_impl->DispatchLocked(toCancel);
enqueued = true;
}
} catch (...) {
MGLOG_E_ONCE("ShaderCompilePool::Post: enqueue failed; cancelling the job so its joiner "
"cannot block forever");
if (node) node->Cancel();
return;
}
// Outside the lock: see DispatchLocked's comment - a Cancel() here may run a
// continuation (e.g. ProgramLinkTask::OnDepSettled) that calls back into Post().
for (const auto& n : toCancel) {
if (n) n->Cancel();
}
if (enqueued) return;
// A stopped pool is a synchronous pool, not a black hole: the node still runs, just
// on the caller's thread. Everything downstream already handles "terminal by the time
// Post returns", because that is exactly what the inline path looks like. Run it
// outside the lock - a body, or a continuation it releases, is free to Post again.
//
// Say so once. StopAndDrain is a one-way latch (see its tail), so from the first
// eglTerminate onwards EVERY compile in this process silently runs on the GL thread;
// without this line the only symptom is that asynchronous compilation stopped helping,
// with nothing in the log to point at. Once, not per node: a pack load posts hundreds.
static std::atomic<Bool> warnedStopped{false};
if (!warnedStopped.exchange(true, std::memory_order_relaxed)) {
MGLOG_W("ShaderCompilePool::Post: the pool is stopped (eglTerminate, or process exit); shader "
"compilation runs inline on the calling thread until MobileGL is re-initialized");
}
node->RunInline();
}
void ShaderCompilePool::StopAndDrain() {
// asio::thread_pool::join() from a pool thread would deadlock on itself, and the
// whole point of this call is that the GL thread waits for the workers.
MOBILEGL_ASSERT(!IsPoolThread(), "ShaderCompilePool::StopAndDrain() called from a pool thread");
std::deque<SharedPtr<JobNode>> abandoned;
UniquePtr<asio::thread_pool> pool;
{
const std::lock_guard<std::mutex> lock(m_impl->mutex);
m_impl->stopped.store(true, std::memory_order_release);
abandoned.swap(m_impl->queue);
pool = Move(m_impl->pool);
}
// Queued but never dispatched: settle them so anything chained behind them is
// released rather than waiting for a worker that will never pick them up.
for (const auto& node : abandoned) {
if (node) node->Cancel();
}
if (pool) {
pool->join(); // returns once every handler already handed to Asio has finished
pool.reset();
}
const std::lock_guard<std::mutex> lock(m_impl->mutex);
m_impl->inFlight = 0;
// The pool stays stopped, so ShaderCompilePool::Get() keeps returning a stopped,
// synchronous pool for the rest of the process. That is deliberate for the teardown
// path this exists to serve; if a future stage wants eglTerminate followed by a fresh
// eglInitialize to get its worker threads back, the re-arm belongs in
// MobileGL::Initialize(), next to glslang::InitializeProcess().
}
void ShaderCompilePool::StopAndDrainProcessPoolAtExit() {
if (ShaderCompilePool* pool = g_processPool.load(std::memory_order_acquire)) {
pool->StopAndDrain();
}
}
} // namespace MobileGL::MG_Util::Async