Hash :
7ae70d8f
Author :
Date :
2018-07-06T13:47:01
ParallelCompile: Parallelize D3D linking This adds a new linking state to Program. If a Program is in linking state, on the one hand the foreground thread may continue issuing more GL calls, and on the other hand the background linking threads may be accessing Program internally too. Without a proper constraint there must be conflicts between them. For this purpose, we block any further GL calls to Program until it's actually linked. In addition, we prohibit parallel linking an active program, so that ProgramD3D does not have to worry about such similar conflicts. Also changes the WorkerThread to support limiting the number of concurrently running worker threads. BUG=chromium:849576 Change-Id: I52618647539323f8bf27201320bdf7301c4982e6 Reviewed-on: https://chromium-review.googlesource.com/1127495 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef SAMPLE_UTIL_SHADER_UTILS_H
#define SAMPLE_UTIL_SHADER_UTILS_H
#include <export.h>
#include <GLES3/gl31.h>
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <string>
#include <vector>
ANGLE_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
ANGLE_EXPORT GLuint CompileShader(GLenum type, const std::string &source);
ANGLE_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
ANGLE_EXPORT GLuint
CompileProgramWithTransformFeedback(const std::string &vsSource,
const std::string &fsSource,
const std::vector<std::string> &transformFeedbackVaryings,
GLenum bufferMode);
ANGLE_EXPORT GLuint
CompileProgramWithGSAndTransformFeedback(const std::string &vsSource,
const std::string &gsSource,
const std::string &fsSource,
const std::vector<std::string> &transformFeedbackVaryings,
GLenum bufferMode);
ANGLE_EXPORT GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource);
ANGLE_EXPORT GLuint CompileProgramParallel(const std::string &vsSource,
const std::string &fsSource);
ANGLE_EXPORT GLuint CompileProgramWithGS(const std::string &vsSource,
const std::string &gsSource,
const std::string &fsSource);
ANGLE_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath);
ANGLE_EXPORT GLuint CompileComputeProgram(const std::string &csSource,
bool outputErrorMessages = true);
ANGLE_EXPORT bool LinkAttachedProgram(GLuint program);
ANGLE_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat);
ANGLE_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat);
namespace angle
{
namespace essl1_shaders
{
ANGLE_EXPORT const char *PositionAttrib();
ANGLE_EXPORT const char *ColorUniform();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_EXPORT const char *Simple();
// A shader that passes through attribute a_position, setting it to gl_Position and varying
// v_position.
ANGLE_EXPORT const char *Passthrough();
} // namespace vs
namespace fs
{
// A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
// different colors. Needs varying v_position.
ANGLE_EXPORT const char *Checkered();
// A shader that fills with color taken from uniform named "color".
ANGLE_EXPORT const char *UniformColor();
// A shader that fills with 100% opaque red.
ANGLE_EXPORT const char *Red();
// A shader that fills with 100% opaque blue.
ANGLE_EXPORT const char *Blue();
} // namespace fs
} // namespace essl1_shaders
namespace essl3_shaders
{
ANGLE_EXPORT const char *PositionAttrib();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_EXPORT const char *Simple();
} // namespace vs
namespace fs
{
// A shader that fills with 100% opaque red.
ANGLE_EXPORT const char *Red();
} // namespace fs
} // namespace essl3_shaders
namespace essl31_shaders
{
ANGLE_EXPORT const char *PositionAttrib();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_EXPORT const char *Simple();
} // namespace vs
namespace fs
{
// A shader that fills with 100% opaque red.
ANGLE_EXPORT const char *Red();
} // namespace fs
} // namespace essl31_shaders
} // namespace angle
#endif // SAMPLE_UTIL_SHADER_UTILS_H