Files
MobileGL/MobileGL/MG_Test/Program/AsyncCompileTest.cpp
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BZLZHH e5fb57f7eb [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).
2026-08-08 10:33:50 -04:00

572 lines
24 KiB
C++

// MobileGL - MobileGL/MG_Test/Program/AsyncCompileTest.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
// P1 stage 3: glCompileShader enqueues, and every observable read joins.
//
// Every test here drives the real GL entry points and flips
// MG_Config::Features.AsyncShaderCompile itself rather than reading the environment. That is
// what lets one binary assert the property that actually matters - the async path and the
// synchronous path are indistinguishable through the GL surface - and it makes the file
// behave identically whether or not the suite was launched with
// MOBILEGL_ASYNC_SHADER_COMPILE=1.
#include <gtest/gtest.h>
#include <chrono>
#include <string>
#include <vector>
#include "Config.h"
#include "Includes.h"
#include "Init.h"
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Async/ShaderCompilePool.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
namespace {
// Restores whatever the environment asked for when the test ends, so a case that forces
// one mode cannot leak into the next.
class AsyncModeScope {
public:
explicit AsyncModeScope(const Bool async)
: m_saved(MG_Config::Features.AsyncShaderCompile) {
MG_Config::Features.AsyncShaderCompile =
async ? MG_Config::QuirkOverride::ForceOn : MG_Config::QuirkOverride::ForceOff;
}
~AsyncModeScope() { MG_Config::Features.AsyncShaderCompile = m_saved; }
AsyncModeScope(const AsyncModeScope&) = delete;
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
private:
const MG_Config::QuirkOverride m_saved;
};
const char* kVs = R"(#version 460
layout(location = 0) in vec3 aPos;
uniform mat4 uModel;
uniform vec4 uColor;
out vec4 vColor;
void main() {
vColor = uColor;
gl_Position = uModel * vec4(aPos, 1.0);
}
)";
const char* kFs = R"(#version 460
in vec4 vColor;
layout(location = 0) out vec4 fragColor;
uniform float uAlpha;
void main() { fragColor = vec4(vColor.rgb, vColor.a * uAlpha); }
)";
// Fails in glslang, not in the lexical pre-checks: that routes through the same
// ParseFailed path a real broken shaderpack source takes.
const char* kBrokenFs = R"(#version 460
layout(location = 0) out vec4 fragColor;
void main() { fragColor = thisIdentifierWasNeverDeclared; }
)";
// Rejected by the lexical reserved-identifier scan, before glslang is ever reached - the
// other half of the "compile failed" surface, and the one that never allocates a parse.
const char* kReservedIdentifierFs = R"(#version 460
layout(location = 0) out vec4 fragColor;
float gl_NotAllowedToDeclareThis = 1.0;
void main() { fragColor = vec4(gl_NotAllowedToDeclareThis); }
)";
// Big enough that a compile is not instantaneous, so the pool actually has a backlog to
// observe. Templated on an index so every instance is a distinct source (no P0b hit).
String MakeBulkySource(const int index) {
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\n";
source += "uniform float uSeed" + std::to_string(index) + ";\n";
source += "void main() {\n float acc = uSeed" + std::to_string(index) + ";\n";
for (int i = 0; i < 220; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
}
source += " fragColor = vec4(acc, acc, acc, 1.0);\n}\n";
return source;
}
GLuint MakeShader(const GLenum type, const char* source) {
const GLuint shader = CreateShader(type);
ShaderSource(shader, 1, &source, nullptr);
return shader;
}
GLint QueryCompileStatus(const GLuint shader) {
GLint status = GL_FALSE;
GetShaderiv(shader, GL_COMPILE_STATUS, &status);
return status;
}
String QueryShaderInfoLog(const GLuint shader) {
GLint length = 0;
GetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) return String();
std::vector<GLchar> buffer(static_cast<size_t>(length));
GLsizei written = 0;
GetShaderInfoLog(shader, length, &written, buffer.data());
return String(buffer.data(), static_cast<size_t>(written));
}
GLint QueryLinkStatus(const GLuint program) {
GLint status = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &status);
return status;
}
// The non-joining view of the object, i.e. what GL_COMPLETION_STATUS_KHR will report.
Bool CompileIsSettled(const GLuint shader) {
const auto& object = MG_State::pGLContext->GetShaderObject(shader);
return object == nullptr || object->IsCompileComplete();
}
Bool HasMemoizedCompile(const GLuint shader) {
const auto& object = MG_State::pGLContext->GetShaderObject(shader);
return object != nullptr && object->HasMemoizedCompile();
}
// Enqueues `count` distinct heavy compiles and returns their names WITHOUT reading
// anything back, so the pool is left with a real backlog for the caller to race against.
Vector<GLuint> SaturatePool(const int count, Vector<String>& sourceStorage) {
Vector<GLuint> shaders;
shaders.reserve(static_cast<SizeT>(count));
sourceStorage.reserve(sourceStorage.size() + static_cast<SizeT>(count));
for (int i = 0; i < count; ++i) {
sourceStorage.push_back(MakeBulkySource(1000 + i));
const char* text = sourceStorage.back().c_str();
const GLuint shader = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(shader, 1, &text, nullptr);
CompileShader(shader);
shaders.push_back(shader);
}
return shaders;
}
class AsyncCompileTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
};
} // namespace
// ---------------------------------------------------------------------------------------
// Correctness through the full GL surface
// ---------------------------------------------------------------------------------------
// N shaders compiled with the flag on: every status, every info log and every link has to
// come out the same as the synchronous path produces.
TEST_F(AsyncCompileTest, ManyShadersCompileAndLinkCorrectlyWithAsyncOn) {
const AsyncModeScope async(true);
ASSERT_TRUE(MG_Util::Async::AsyncShaderCompileEnabled());
constexpr int kCount = 24;
Vector<GLuint> vertexShaders;
Vector<GLuint> fragmentShaders;
Vector<String> sources;
sources.reserve(kCount);
// Enqueue everything first, read nothing: this is the shape a shaderpack load has, and
// the only shape where the pool has more than one job in flight at a time.
for (int i = 0; i < kCount; ++i) {
vertexShaders.push_back(MakeShader(GL_VERTEX_SHADER, kVs));
sources.push_back(MakeBulkySource(i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
fragmentShaders.push_back(fs);
CompileShader(vertexShaders.back());
}
for (int i = 0; i < kCount; ++i) {
EXPECT_EQ(QueryCompileStatus(vertexShaders[i]), GL_TRUE) << QueryShaderInfoLog(vertexShaders[i]);
EXPECT_EQ(QueryCompileStatus(fragmentShaders[i]), GL_TRUE) << QueryShaderInfoLog(fragmentShaders[i]);
EXPECT_TRUE(QueryShaderInfoLog(vertexShaders[i]).empty());
EXPECT_TRUE(QueryShaderInfoLog(fragmentShaders[i]).empty());
}
// And the artifacts are actually usable: link, and reflect a uniform out of each stage.
for (int i = 0; i < kCount; ++i) {
const GLuint program = CreateProgram();
AttachShader(program, vertexShaders[i]);
AttachShader(program, fragmentShaders[i]);
LinkProgram(program);
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "program " << i;
EXPECT_GE(GetUniformLocation(program, "uColor"), 0);
EXPECT_GE(GetUniformLocation(program, ("uSeed" + std::to_string(i)).c_str()), 0);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// glCompileShader must return before the work is done. Timing-based assertions flake, so
// this observes the state machine instead: with a saturated pool at least one of the just
// -enqueued shaders has to be unsettled at the moment we ask. Skipped rather than failed if
// the machine drained the whole batch first - it can then never be a false red.
TEST_F(AsyncCompileTest, CompileShaderReturnsBeforeTheWorkIsDone) {
const AsyncModeScope async(true);
Vector<String> sources;
const Vector<GLuint> shaders = SaturatePool(64, sources);
int unsettled = 0;
for (const GLuint shader : shaders) {
if (!CompileIsSettled(shader)) ++unsettled;
}
if (unsettled == 0) {
GTEST_SKIP() << "the pool drained 64 compiles before the first observation; nothing to prove here";
}
// Whatever was outstanding still has to produce the right answer once asked.
for (const GLuint shader : shaders) {
EXPECT_EQ(QueryCompileStatus(shader), GL_TRUE) << QueryShaderInfoLog(shader);
EXPECT_TRUE(CompileIsSettled(shader)) << "reading COMPILE_STATUS must have joined";
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// The synchronous path must stay synchronous: with the flag off, a compile is finished by
// the time glCompileShader returns. This is the guard that keeps the default shippable.
TEST_F(AsyncCompileTest, CompileIsFullySynchronousWithAsyncOff) {
const AsyncModeScope async(false);
ASSERT_FALSE(MG_Util::Async::AsyncShaderCompileEnabled());
Vector<String> sources;
const Vector<GLuint> shaders = SaturatePool(8, sources);
for (const GLuint shader : shaders) {
EXPECT_TRUE(CompileIsSettled(shader));
EXPECT_TRUE(HasMemoizedCompile(shader));
EXPECT_EQ(QueryCompileStatus(shader), GL_TRUE) << QueryShaderInfoLog(shader);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// Diagnostics: the failing paths must read identically in both modes
// ---------------------------------------------------------------------------------------
// A compile failure is reported through COMPILE_STATUS and the info log, never through
// glGetError - that is exactly why moving the work off-thread is legal. Both failure
// classes are covered: the glslang parse failure and the lexical reserved-identifier
// rejection (which never reaches glslang at all).
TEST_F(AsyncCompileTest, FailingCompileLogIsByteIdenticalAcrossModes) {
for (const char* source : {kBrokenFs, kReservedIdentifierFs}) {
String syncLog;
{
const AsyncModeScope async(false);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, source);
CompileShader(fs);
ASSERT_EQ(QueryCompileStatus(fs), GL_FALSE);
syncLog = QueryShaderInfoLog(fs);
EXPECT_FALSE(syncLog.empty());
// GL defines compile FAILURE as a status plus a log, not as a GL error.
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
{
const AsyncModeScope async(true);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, source);
CompileShader(fs);
EXPECT_EQ(QueryCompileStatus(fs), GL_FALSE);
EXPECT_EQ(QueryShaderInfoLog(fs), syncLog);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
}
}
// A link whose vertex shader failed to compile has to reproduce that shader's log verbatim
// inside the program info log, whichever thread produced it.
TEST_F(AsyncCompileTest, LinkDiagnosticsQuoteTheAsyncCompileLog) {
const AsyncModeScope async(true);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
CompileShader(vs);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
// No status read between the enqueue and the link: the link's own prologue is what has
// to join the two compiles.
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_FALSE);
GLint length = 0;
GetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
ASSERT_GT(length, 1);
std::vector<GLchar> buffer(static_cast<size_t>(length));
GLsizei written = 0;
GetProgramInfoLog(program, length, &written, buffer.data());
const String programLog(buffer.data(), static_cast<size_t>(written));
const String shaderLog = QueryShaderInfoLog(fs);
ASSERT_FALSE(shaderLog.empty());
EXPECT_NE(programLog.find(shaderLog), String::npos)
<< "program log:\n" << programLog << "\nshader log:\n" << shaderLog;
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// Mutation over an in-flight compile
// ---------------------------------------------------------------------------------------
// glShaderSource with DIFFERENT text over a pending compile: the running job is abandoned
// and the next compile reflects the new source. The re-source happens with the pool
// saturated, so the job it replaces is very likely still queued or running.
TEST_F(AsyncCompileTest, ShaderSourceOverAPendingCompileCancelsAndTheNewSourceWins) {
const AsyncModeScope async(true);
Vector<String> backlog;
SaturatePool(48, backlog);
const String firstSource = MakeBulkySource(7001);
const char* firstText = firstSource.c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &firstText, nullptr);
CompileShader(fs);
// Replace the text while that compile is (very probably) still outstanding. This must
// not wait, must not corrupt the abandoned job's view of the old string, and must
// disarm the layer-1 memo.
const String secondSource = MakeBulkySource(7002);
const char* secondText = secondSource.c_str();
ShaderSource(fs, 1, &secondText, nullptr);
EXPECT_FALSE(HasMemoizedCompile(fs)) << "a real source change must invalidate the compiled state";
EXPECT_EQ(QueryCompileStatus(fs), GL_FALSE) << "the replaced compile must not publish";
CompileShader(fs);
ASSERT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
CompileShader(vs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE);
// The SECOND source's uniform is the one that exists.
EXPECT_GE(GetUniformLocation(program, "uSeed7002"), 0);
EXPECT_EQ(GetUniformLocation(program, "uSeed7001"), -1);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// glShaderSource with byte-identical text over a pending compile is a no-op: the job stays,
// the memo stays armed, and the result is still the right one.
TEST_F(AsyncCompileTest, IdenticalShaderSourceOverAPendingCompileKeepsTheJob) {
const AsyncModeScope async(true);
Vector<String> backlog;
SaturatePool(48, backlog);
const String source = MakeBulkySource(7100);
const char* text = source.c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
ShaderSource(fs, 1, &text, nullptr);
EXPECT_TRUE(HasMemoizedCompile(fs)) << "identical re-source must not disturb an in-flight compile";
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// A second glCompileShader on a pending object must be a no-op, not a duplicate job racing
// the first one to write the same fields. Observed through the object identity of the node:
// HasMemoizedCompile stays true across the second call, and the result is still correct.
TEST_F(AsyncCompileTest, RepeatedCompileShaderOnAPendingObjectEnqueuesOneJob) {
const AsyncModeScope async(true);
Vector<String> backlog;
SaturatePool(48, backlog);
const String source = MakeBulkySource(7200);
const char* text = source.c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
// A copy, not the slot reference: creating another shader can reallocate the table.
const SharedPtr<MG_State::GLState::ShaderObject> object = MG_State::pGLContext->GetShaderObject(fs);
ASSERT_NE(object, nullptr);
EXPECT_FALSE(object->HasMemoizedCompile());
CompileShader(fs);
EXPECT_TRUE(object->HasMemoizedCompile());
for (int i = 0; i < 8; ++i) {
CompileShader(fs);
EXPECT_TRUE(object->HasMemoizedCompile());
}
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// glDeleteShader on an unattached object with a compile still in flight. The name goes away
// immediately - no wait for a worker - and the abandoned job must neither crash nor keep the
// object alive in a way anything can observe.
TEST_F(AsyncCompileTest, DeleteShaderWhileACompileIsPending) {
const AsyncModeScope async(true);
Vector<String> backlog;
SaturatePool(48, backlog);
Vector<GLuint> doomed;
Vector<String> sources;
for (int i = 0; i < 16; ++i) {
sources.push_back(MakeBulkySource(7300 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
doomed.push_back(fs);
}
for (const GLuint fs : doomed) {
DeleteShader(fs);
EXPECT_EQ(IsShader(fs), GL_FALSE) << "an unattached deleted shader's name goes immediately";
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
// The context still works afterwards - the abandoned jobs did not take the pool, the
// preprocess cache or the glslang process state down with them.
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, kFs);
CompileShader(vs);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// glDeleteShader on a shader still ATTACHED to a program only flags it: the pending compile
// has to survive, because the link that follows still needs its artifacts.
TEST_F(AsyncCompileTest, DeleteShaderWhileAttachedKeepsThePendingCompileAlive) {
const AsyncModeScope async(true);
Vector<String> backlog;
SaturatePool(48, backlog);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, kFs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
CompileShader(vs);
CompileShader(fs);
DeleteShader(vs);
DeleteShader(fs);
LinkProgram(program);
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE);
EXPECT_GE(GetUniformLocation(program, "uColor"), 0);
EXPECT_GE(GetUniformLocation(program, "uAlpha"), 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// Stress
// ---------------------------------------------------------------------------------------
// The adversarial interleaving: enqueue, query, re-source, re-enqueue, delete, all with the
// pool busy. Nothing here asserts timing - what it hunts for is a missed join or a use of an
// abandoned node, both of which surface as a wrong status, a wrong log, or a crash.
TEST_F(AsyncCompileTest, StressCompileQueryResourceDeleteInterleaved) {
const AsyncModeScope async(true);
constexpr int kRounds = 6;
constexpr int kPerRound = 12;
for (int round = 0; round < kRounds; ++round) {
Vector<String> sources;
Vector<GLuint> shaders;
sources.reserve(kPerRound * 2);
for (int i = 0; i < kPerRound; ++i) {
sources.push_back(MakeBulkySource(round * 1000 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
shaders.push_back(fs);
// Immediately query a PREVIOUS one while this one is still outstanding: the
// join has to settle exactly the object asked about and no other.
if (i > 0) {
const GLuint earlier = shaders[static_cast<SizeT>(i - 1)];
EXPECT_EQ(QueryCompileStatus(earlier), GL_TRUE) << QueryShaderInfoLog(earlier);
}
}
// Re-source half of them mid-flight, then recompile.
for (int i = 0; i < kPerRound; i += 2) {
sources.push_back(MakeBulkySource(round * 1000 + 500 + i));
const char* text = sources.back().c_str();
ShaderSource(shaders[static_cast<SizeT>(i)], 1, &text, nullptr);
CompileShader(shaders[static_cast<SizeT>(i)]);
}
for (int i = 0; i < kPerRound; ++i) {
const GLuint shader = shaders[static_cast<SizeT>(i)];
EXPECT_EQ(QueryCompileStatus(shader), GL_TRUE) << QueryShaderInfoLog(shader);
const String expectedUniform =
"uSeed" + std::to_string(round * 1000 + (i % 2 == 0 ? 500 + i : i));
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
CompileShader(vs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, shader);
LinkProgram(program);
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "round " << round << " shader " << i;
EXPECT_GE(GetUniformLocation(program, expectedUniform.c_str()), 0)
<< "round " << round << " shader " << i << " expected " << expectedUniform;
DeleteProgram(program);
DeleteShader(vs);
}
for (const GLuint shader : shaders) {
DeleteShader(shader);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
}
// The P0b cross-object memo is hit from several workers at once here: 8 objects share each
// of 6 distinct sources, all enqueued before anything is read. Every object must still end
// up with its own parse and its own correct reflection - a torn cache entry or an entry
// evicted from under a reader shows up as a link failure or a missing uniform.
TEST_F(AsyncCompileTest, ConcurrentCompilesShareThePreprocessCacheSafely) {
const AsyncModeScope async(true);
constexpr int kDistinct = 6;
constexpr int kDuplicates = 8;
Vector<String> sources;
sources.reserve(kDistinct);
for (int i = 0; i < kDistinct; ++i) {
sources.push_back(MakeBulkySource(8100 + i));
}
Vector<GLuint> shaders;
for (int duplicate = 0; duplicate < kDuplicates; ++duplicate) {
for (int i = 0; i < kDistinct; ++i) {
const char* text = sources[static_cast<SizeT>(i)].c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
shaders.push_back(fs);
}
}
for (SizeT s = 0; s < shaders.size(); ++s) {
const GLuint fs = shaders[s];
ASSERT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
CompileShader(vs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "shader index " << s;
const String uniform = "uSeed" + std::to_string(8100 + static_cast<int>(s % kDistinct));
EXPECT_GE(GetUniformLocation(program, uniform.c_str()), 0) << uniform;
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}